Prize redemption system for games

ABSTRACT

The present invention provides a prize redemption system for use with one or more game apparatuses. A game is provided on a game apparatus for a player to play in exchange for monetary input, and prize credits are credited to the player based on the game outcome. A prize selection menu is then displayed by the game apparatus, the menu including one or more prizes, where the player may select a prize that has a prize cost within the player&#39;s prize credit amount. The player is dispensed a specific prize ticket that is redeemable for the selected prize. The game apparatus can also provide specific prizes and tournament games played for a tournament prize contributed to by multiple players. An operator can adjust prizes and payout percentages of the system to achieve a desired profitability for game apparatuses. Prize input is entered into a prize table describing multiple available prizes and also describing payout information that indicates a desired amount of payout that the operator wishes to provide back to players of the game apparatus in terms of the value of the prizes. Prize information, such as prize costs and specific prize win ratios, is automatically determined by the system for each of the prizes in view of the desired profitability of the game apparatus.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation-in-part of co-pending parent patentapplication Ser. No. 08/628,490, filed Apr. 5.1996, on behalf of BryanM. Kelly et al., entitled, "REDEMPTION GAME FOR AWARDING SPECIFICPRIZES", assigned to the assignee of this present application, and whichis hereby incorporated by reference herein in its entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates to games normally played in an arcades and otherenvironments, and more particularly to redemption games allowing aplayer to receive one or more prizes in connection with playing thegame.

2. Background of the Related Art

Games of many types are played in bars, arcades, homes, and other publicand private establishments. In bars, taverns, and like places, games canbe provided on bar tops, side tables, and other areas. These gamestypically include a video screen and buttons or other controls for theplayer to influence objects and events portrayed on the video screen.Common "bar-top" games include card games (poker, blackjack, solitaire,etc.), quiz games, sports games, and the like. Bar-top games typicallyprovide a score based on the player's performance during the game, andmay also provide a high score list which provides incentives for playersto perform well.

In game arcades, convenience stores, and the like, more involved gamesare often offered, such as stand-up arcade video games, pinball games,and mechanical or carnival games. Some of these types of games areoffered as redemption games which dispense redemption tickets to playersbased on player performance during the game and/or a game score that theplayer achieves. A player can exchange dispensed redemption tickets forprizes available at a prize display area, such as a prize booth or prizevending machine, where such prizes as stuffed animals, models, othertoys, small music devices, T-shirts, food, etc. are available. Eachprize has an associated cost or "price" in terms of redemption ticketswhich the player can pay to redeem the prize. A player may collecttickets over time to save up for larger prizes that may have higherticket prices.

One problem with the redemption games of the prior art is thatmaintaining a redemption system can be very involving for the operatorof the arcade, to the point of being burdensome. For example, operatorsmust maintain a prize booth or vending machine which displays all theprizes the operator wishes to make available. Requiring even greatermaintenance is the setting and adjustment of ticket costs or prices ofthe prizes. The operator must determine how many tickets are paid, onaverage, by each game in the arcade and then determine the price of eachprize in terms of tickets and in view of a desired profitability level.The operator knows the cost of the prizes that he or she paid, can comeup with a crude estimate of average ticket payouts to players, and canthus estimate ticket costs with a rough profitability in mind, but thetask can become overwhelming when a large variety of prizes are offeredand many different types of games can be played, each game having adifferent ticket payout and difficulty level. Many arcade operators endup simply providing very gross estimates of what prizes should be worthin tickets, with no exact or global level of profitability in mind. Thismay lead to extra or unknown costs which can be magnified over time whenlarge numbers of prizes are redeemed by players.

In addition, the prior art redemption games and redemption systems arenot suitable for bars, taverns, and other, non-arcade public places,such as stores, hotels, food establishments, etc. There is a very largepotential pool of redemption game players in such places. This isbecause the games typically offered in bars and like places often havelow appeal to players due to the absence of any sort of tangible awardor prize that is received by playing the game. For example, the bar-topand other games typically found in bars may quickly get uninteresting ifthe only reward a player receives is to put his or her name on ahigh-score list.

However, non-traditional gaming environments such as bars are not verysuitable for supporting redemption systems like those found in gamingarcades. The proprietor or bartender of the non-arcade environment oftendoes not want to provide a booth or area to display available prizes forplayers due to the additional maintenance and staff needed for such adisplay area. More importantly, the proprietor typically does not havethe knowledge to properly adjust payouts of redemption games and offerprizes with proper and profitable ticket costs. Even if the proprietorhas such knowledge, the small numbers of games and/or the secondary roleof games in non-traditional gaming environments does not warrantproviding a prize display area and does not warrant the abovementionedoverhead of providing and counting the many tickets that players mayaccumulate and providing/maintaining ticket costs for various prizes inview of a desired profitability of the games.

Other gaming environments for players include homes or other privateplaces. Players have been able to play board games, computer games,video games, etc. at home or other private environments for a long time.However, with the widespread use of standardized large-scale networkssuch as the Internet and World Wide Web in recent years, players ofvideo and computer games at home are offered an environment to competewith each other which was not widely available to game players before. Aplayer can connect a home computer, video game console, set top box, orother device to the Internet using telephone lines, cable TV lines, orother connections to the home. The player can thus play games offered tothe player from a remote server or other source. The player can alsocompete or otherwise interact in a game with hundreds or even thousandsof other players who are also connected to the Internet.

However, although a wide array of options are available for home gameplayers, players typically cannot play games from home to receiveprizes. Players may often desire to receive a prize after playing a gameor participating in a tournament, but no standardized prize redemptionsystem is provided to home players. Any administrator of such a prizeredemption system faces the same problems and overhead as describedabove when attempting to organize ticket winnings and offer prizes atticket costs adjusted for a desired profitability.

SUMMARY OF INVENTION

The present invention provides a prize redemption system and method foruse with one or more game apparatuses. Players may win "prize credits"by playing the game apparatus, and may then select a prize from a prizemenu offered on the game apparatus. The selected prizes and specificprizes may be redeemed using specific prize tickets or coupons. Theoperator can provide cost and prize data and a desired level ofprofitability, and prize credit costs for prizes are automaticallydetermined. These improvements greatly reduce the time and costs ofmaintaining a redemption system for games, and thus allow redemptiongames to be offered in wholly new, non-traditional redemption and gamingenvironments.

More specifically, the prize redemption system and method of the presentinvention provides a game on a game apparatus for a player to play,preferably in exchange for monetary input. The game apparatus, forexample, can take the form of a bar-top-style game console including agame processor, display screen and player controls. A number of prizecredits are provided to the player based on an outcome of the game andoptionally accumulated from previous games. In some embodiments, theoutcome of the game is influenced by skill of the player. A prizeselection menu is then displayed for the player, the menu including oneor more selectable prizes. The prize selection menu may include a prizecost in terms of prize credits for each of the displayed prizes andwhich can be determined by the redemption system. Finally, the playerinputs an indication of a selection of a prize using an input device.The player may select a prize that has a prize cost equal to or lessthan the number of prize credits the player has won. The selected prizeis provided to the player after this selection. In one describedembodiment, the player receives a specific prize ticket or coupon from adispenser, where the specific prize ticket is redeemable for theselected prize.

In the preferred embodiment, at least one specific prize goal may alsobe achieved during a game, using skill or by chance. If a specific prizegoal is achieved, the player receives a specific prize which can bedetermined from a prize table listing specific prizes that can be won bya player. The game apparatus can provide many types of games and optionsfor games. For example, an option can be provided to the player forplaying a tournament game for a tournament prize contributed to bymultiple players of the game apparatus and other linked gameapparatuses. Examples of games offered by the game apparatus includeaction video games which provide a player with opportunities to utilizedexterity and play duration in increasing game score, card games inwhich the outcome of the game is, in part, randomly influenced, quizgames providing questions to which said player responds, slot machinegames, electromechanical redemption games, etc.

The game apparatus can also be linked to multiple other game apparatusesto provide simultaneous multi-player games and tournaments includingplayers from several different game apparatuses. A server linked to themultiple game apparatuses can store or control prize information and/ortournament information. Players of the linked game apparatuses maychoose prizes from a central prize database communicated to the gameapparatuses.

In another aspect of the present invention, the redemption systemprovides an operator the ability to adjust prizes and determine desiredprize costs and win ratios. A prize table is displayed on a gameapparatus or other computer system. Prize input is received from theoperator or other source (e.g., remote server) and displayed in theprize table. The prize input describes multiple prizes that are to beavailable in the redemption system to players of the game apparatus inexchange for prize credits won by the player and as specific prizes. Theprize input also may include an actual monetary cost of each of theprizes. The operator also enters payout input that indicates a desiredamount of payout that said operator wishes to provide back to players ofthe game apparatus in terms of the value of the prizes. Finally, prizeinformation is automatically determined for each of the prizes, theprize information being determined in view of a desired profitability ofthe game apparatus.

For prizes won by prize credits and selected by a player, the prizeinformation is a prize cost for each of the prizes in terms of prizecredits. The prize cost is determined in accordance with the operator'sdesired amount of payout. The payout input for credit prizes may includea global payout percentage value that is the operator's desiredpercentage of the monetary income earned by the game apparatus that theoperator wishes to provide back to players in the form of the prizes wonusing prize credits. Operators can also manually adjust prize costs ifdesired.

For specific prizes won on the game apparatus, the determined prizeinformation includes a win ratio for each of the prizes in terms of howfrequently that the particular prize is awarded when a specific prizegoal is met. The win ratio is determined in accordance with theoperator's desired amount of payout. The payout input for specificprizes includes a global payout percentage that is the operator'sdesired percentage of the monetary income earned by the game apparatusthat the operator wishes to provide back to players in the form ofspecific prizes. The operator can also manually adjust win ratios ifdesired. Tournament characteristics and payouts can be similarlyadjusted by the operator using a tournament setup table.

The redemption system and game apparatus according to the presentinvention offer a comprehensive prize system that provides a player withimmediate and easy to select prize choices. The player can quicklydetermine what prizes are available on the same game apparatus which thegame was played and select a desired prize. The players can also win aspecific prize. The players may immediately get a specific prize ticketthat is redeemable for their selected prize or specific prize, thusavoiding the time and money of accumulating large numbers of dispensedtickets to purchase prizes. Player involvement with the redemption gamesis thus increased.

Furthermore, the redemption system of the present invention vastlydecreases operator involvement in a prize redemption system and theoverhead of maintaining a prize structure for redemption games. Anoperator need only input desired prizes and a desired percentage ofincome that is to be paid back to players, and the system canautomatically determine prize credit costs and win ratios for theentered prizes which achieve the desired profitability of the gameapparatus. These entered prizes and prize costs are then automaticallyprovided to players on the game apparatus. This reduces the operator'sneed to update prizes and prize costs and provides a far more exactsystem for maintaining prizes and achieving a desired profitability ofoffered games, thereby reducing operating and maintenance costs ofredemption games and allowing redemption games to be provided innon-traditional gaming environments.

These and other advantages of the present invention will become apparentto those skilled in the art after reading the following descriptions andstudying the various figures of the drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagrammatic illustration of a game apparatus suitable foruse with the present invention;

FIG. 1a is a block diagram of a game processor used in the gameapparatus of FIG. 1;

FIG. 2 is a perspective view of a preferred embodiment of the gameapparatus of FIG. 1;

FIG. 3 is a block diagram showing an embodiment of the present inventionfor implementing networked game apparatuses;

FIG. 4 is a block diagram of game units networked using wide areanetwork such as the Internet;

FIG. 5 is a flow diagram illustrating a process of the present inventionfor implementing a redemption system of the present invention on one ormore individual game units;

FIG. 5a is a diagram illustrating a display shell on a display screen ofthe game apparatus for use with the redemption system;

FIG. 5b is a diagram illustrating a selection screen of the gameapparatus;

FIG. 5c is a diagram illustrating a promotion on the display screen ofthe game apparatus;

FIG. 5d is a diagram illustrating an advertisement on the display screenof the game apparatus;

FIG. 6 is a flow diagram illustrating a method of implementing anon-tournament prize game in the process of FIG. 5;

FIG. 6a is a diagram illustrating an example of game score and prizecredits won by a player as displayed on the display screen of the gameapparatus;

FIG. 6b is a diagram illustrating a prize selection menu on the displayscreen of the game apparatus;

FIG. 6c is a diagram illustrating a graphical prize selection menualternative to the menu shown in FIG. 6b;

FIG. 7 is a flow diagram illustrating a method of implementing atournament game of the process of FIG. 5;

FIG. 8 is a flow diagram illustrating a method of concluding atournament game of FIG. 7;

FIG. 8a is a diagram illustrating FIG. 8a is a tournament standingsdisplay screen which is preferably displayed by the individual game unitafter a selection of the tourney leaders button 282 or after atournament is complete.

FIG. 9 is a flow diagram illustrating a process of the present inventionfor adjusting prize characteristics of the redemption system;

FIG. 9a is a diagram of a prize table suitable for use with the processof FIG. 9; and

FIG. 9b is a diagram of a tournament table suitable for use with theprocess of FIG. 9.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

FIG. 1 is a block diagram of a generic game apparatus or "game unit" 10suitable for use with the prize redemption system of the presentinvention. It should be noted that a variety of game architectures canbe used to provide game play functions as well as access other gameunits and servers through networks, as described below. The particulararchitecture shown is a generic architecture using components typical togame apparatuses suitable for use with the present invention. Game unit10 can take a variety of forms, including a video game apparatus havingone or more display screens, a mechanical game having playing piecesand/or other moving mechanical parts, a personal computer system, a"network computer", a television including or connected to amicroprocessor (e.g. a "set top box") for Internet or other informationaccess, or other apparatus.

As described herein, the game unit 10 is used by a player in a "gamingenvironment." This term is intended to refer any location, public orprivate, in which games can be used. For example, public gamingenvironments include such places as arcades, stores, restaurants, bars,casinos, bowling alleys, stations, hotels, airports, airplanes, cruiseships, gymnasium, health club, or other public place that can offer thegame unit for use by players and which can provide prizes to players ofthe game apparatus. A "gaming environment" need not ordinarily providegames to the public. In other embodiments, a "gaming environment" can bea private place such as a player's home or personal residence, office orother place of employment, private club, etc.

Game unit 10 in accordance with the present invention may include a gameprocessor 12, monetary input device 14, player input device(s) 16, gameoutput device(s) 18, a universal ticket dispenser 20, a specific prizeticket dispenser 22, and a communication device 24.

Game processor 12 implements (e.g., controls, influences, coordinates,monitors, calculates, etc.) the functions of the game unit 10 during agame process and includes several input and output functions. The gameprocessor controls the game apparatus by receiving inputs from a player,from other game apparatuses, from a server (described below), from aprogressive bonus apparatus, and from other sources. The game processoralso controls output signals to update the game process whenappropriate. In addition, the game processor controls the redemptionsystem of the present invention by calculating when prizes are awarded,calculating and updating prize lists and prize costs, and otherfunctions as described below. Game processor 12 preferably includes adigital microprocessor or similar controller device, and otherelectronic components which are described in further detail with respectto FIG. 1a. The operation of game processor 12 is described in greaterdetail below. The game processor is preferably provided within a housingof game unit 10.

Monetary input device 14 is used to receive monetary input that isinserted by a player into the game apparatus in the gaming environment.For example, coins can be received in return for the player's use of thegame apparatus. A coin deposit slot can accept standard currency coins,bills, or game tokens that may be available in the gaming environment,and also typically includes a coin return button and coin return slot.Once one or more coins are accepted, the coins are routed to a cash boxand a signal is sent to game processor 12 to increase the player's gamecredits, i.e., to indicate to that one or more game plays have been paidfor. Coin slots and boxes suitable for use in game unit 10 are readilyavailable on the commercial market. Alternatively, other monetary inputdevices can be used, such as debit card or credit card readers wellknown to those skilled in the art, or "smart card" readers which canread and write electronic information to and from the card. For example,"E-cash", "cybercash" or other electronic monetary forms can be used. Inother embodiments, user verification or validation can be input by theplayer, such as a player identification and/or password that, forexample, allows a monetary value to be billed to a player or deductedfrom a player's monetary account at a bank or other institution. Herein,the term "monetary input" is intended to also refer to other types ofplayer validation for use of a game in addition to those forms mentionedabove. In alternate embodiments located in non-public gamingenvironments (e.g., at a user's home), or for other applications such aspromotional uses of game apparatus 10, monetary input may not benecessary for the player to use game apparatus 10.

Input devices 16 are used by a player or user to provide input to thegame unit 10 to influence game events during a game process and toachieve one or more predetermined goals or tasks for scoring points andwinning prizes or other types of awards. The input devices 16 can alsobe used to select prizes within the redemption system of the presentinvention. Alternatively, separate input controls can be used for theprize functions of the game unit. Player input typically includes gamecommands provided by controlling devices 16 such as buttons, keyboard,dials, joystick controls, touch screen, track ball, mouse, gun device,steering wheel, foot pedals, speech input through a microphone, or anyother input used in playing a game and providing selections. Forexample, the player can press a button to tilt a playing surface toguide a playing piece, move a joystick to control a graphical objectdisplayed on a video screen, or toss a playing piece into a targetaperture having sensors to detect the presence playing piece. Each typeof user input can provide a particular game command to the gameprocessor 12, and the game processor interprets the commands andinfluences game states and game events in the game process accordingly.

Preferably, game unit 10 implements, a "game of skill", i.e., asreferred to herein, a predetermined goal, task, or objective for a gameshould be accomplished in a skillful manner such that an outcome of thegame is determined primarily by the amount of skill of the player. Thegreater the player's skill, the closer or more easily a desired goal inthe game can be reached by the player. Points associated with thepredetermined goals or objectives can be added to a game score such thata higher game score, on average, indicates a greater amount of skill bythe player. For instance, a displayed object can be skillfully aimed ordirected using input devices 16 such as a joystick, buttons, steeringwheel, etc. into or to avoid other objects using skill or dexterityinvolving hand-eye coordination.

Alternatively, a "game of chance" or other game that does not relyprimarily on the skill of the player can be offered on game apparatus10. For example, such games as slot machines, substantially random cardgames, roulette and the like may offer a player a chance to win largenumbers of tickets or prize credits or other prizes of high valuewithout requiring a high degree of skill.

Various other types of devices can also be included in game unit 10 asinput devices 16 to allow the processor 12 to monitor the game. Forexample, sensors of various types can be employed to detect the paths ofplaying pieces directed by the player, detect when playing pieces havebeen dispensed, detect when a game is over, detect cheating actions bythe player, etc. Also, input devices such as buttons, switches, etc.allow the player of the game to make various selections concerning gameplay. For example, a player could select a one- or two-player game, apreferred award type, a progressive option, etc. using additionalcontrols on a front panel of the game unit 10.

Game output devices 18 may influence the game and/or provide feedback tothe player about the current state of the game process. For example,motors or solenoids can influence mechanical components of the game inresponse to player commands, such as tilting a playing surface,dispensing a playing piece, spinning a wheel, etc. Feedback is perceivedby the player preferably in the form of visual, auditory, and/or tactilefeedback. A video display screen can provide visual feedback such asimages to the player during the game process. Other visual outputdevices can include one or more score displays, lamps or other lightsources positioned on or surrounding a "game space" (e.g., a play fieldor area of game action). Game output devices such as speakers, buzzers,alarms, and other devices provide auditory feedback such as soundeffects during a game process, synthesized or recorded speech, etc. Gameoutput devices such as motors, solenoids, or other actuators can provideforces on the game apparatus or on controls handled by the player toprovide tactile feedback in the form of vibration, jolts, etc. One ormore of the game output devices can also be used to display informationrelated to specific prizes that can be won by the player when using thegame unit 10, as described below. Game output devices 18 can alsoinclude a coin return slot for returning coins or tokens or providingother cash prizes after a game is played. Game processor 12 preferablycommands such feedback to the player by sending out control signals tothe various output devices in game unit 10 when appropriate.

A preferred output device is a display screen 56. Game processor 12utilizes appropriate display drivers, graphics chips, and/or otherwell-known components to display and update images on the display screenfor implementing a game and providing information for the redemptionsystem of the present invention, as described below.

In a typical game process of game unit 10, a series of game states occuruntil a game conclusion is reached. The player can influence game stateswith game commands, but game states will often also change without anyuser input, such as when a time limit expires. The game conclusion canbe triggered by a particular game state or other condition. At the gameconclusion, the player's performance and/or skill in the game ispreferably related back to the player using one or more output devices20 in a form such as game score and/or prize credits. For example, theplayer's performance in the game can be determined by checking if theplayer achieved a predetermined goal or task during the game.

Universal ticket dispenser 20 can be included in game unit 10 used todispense universal tickets or other universal vouchers to a player. Theuniversal vouchers are used to redeem prizes available in the gamingenvironment. For example, tickets can be dispensed from ticketdispensing mechanisms well-known to those skilled in the art.

The universal tickets and other vouchers dispensed by dispenser 20 arereferred to herein as "tickets" or "universal tickets." These types ofvouchers are generic and not specific to any prize, and can beaccumulated by a player and used to redeem one or more of several prizesavailable to the player. For example, in a standard redemption gamearcade, players of games in the arcade receive all the same type ofuniversal tickets from the various games at that arcade. The operator ofthe arcade provides a separate prize display booth or prize vendingmachine which accepts the universal tickets as currency in exchange forone or more prizes. In some embodiments, each of the tickets dispensedby dispenser 20 is equal to one prize credit accumulated by the playerduring a game. Some gaming environments provide universal tickets whichmay be exchanged for prizes only at one or more limited locations.

The term "prize", as used herein, is intended to generically refer toany merchandise, souvenir, food item, or other physical goods orservices which can be offered to players of redemption games and whichhave value other than as a medium of exchange for use in the gamingenvironment. A can of soda, slice of pizza, radio, stuffed certificate,cash, and free games to be played on game unit 10 are all examples of"prizes." A prize might also be a promotional coupon, which canencourage players to return to the current gaming environment orlocation more quickly in the future. For example, a promotional couponcan be dispensed as a specific prize ticket (see below) which offers aplayer a free pitcher of beer if the player returns and redeems thecoupon within 1 week (or whatever free item the operator desires).Redemption tickets or specific prize tickets would not be considered a"prize" since these tickets can be used in the gaming environment (suchas an arcade) to redeem other types of prizes. In arcade-type gamingenvironments, each prize typically has a cost or value associated withit, specified as an amount of universal redemption tickets (or prizecredits). The more valuable the prize, the greater number of tickets istypically required to redeem that prize.

For example, a small toy car prize might have a requirement of 20tickets, while a large stuffed animal prize might require 1000 ticketsfor exchange. Since a player can view the prizes and their associatedcosts in universal tickets, the player can play various games in thearcade until the desired number of universal tickets have beenaccumulated. The use of a universal ticket allows the operator toprovide a specialized "currency" which the players must use to exchangefor prizes at the arcade. Other types of objects or items can also bedispensed and used as universal vouchers, such as plastic or cardboardchips, tokens, etc., or even coins or other currency.

The amount of universal tickets dispensed to the player is typicallybased upon a game score or other result of a game process. In addition,special or progressive goals may be achieved by the player to win anadditional or specified number of universal tickets. In the preferredembodiment of the redemption system, "tickets" or "prize credits" areused as a medium of conversion from game score to prize value. Actualphysical universal tickets may never be dispensed to a player if theplayer uses his or her ticket winnings to directly purchase a prizewithin the redemption system. The selection of prizes in the presentinvention is described in greater detail with respect to FIGS. 5 and 6.

The game processor 12 can issue commands to start the dispensing oftickets, dispense a particular number of tickets, and stop dispensingtickets. The tickets are stored in a storage area, such as a receptaclebehind a front panel of the game unit 10, as is well known to thoseskilled in the art. In other embodiments, no universal dispenser 22 isincluded in game unit 10 and prizes are redeemed solely by the use ofspecific prize tickets (described below) or other means.

Specific prize ticket dispenser 22 is optionally included in game unit10 to dispense special tickets, coupons, or other vouchers for specificprizes to the player of the game unit. Specific prize tickets are to bedistinguished from the universal tickets described above. A "specificprize" or "instant prize", as referred to herein, is a particular prizeor type of prize that a player can be directly and immediately awardedand, in most cases, can immediately receive due to a particular winningresult on game unit 10. Preferably, the player redeems the specificprize by paying an appropriate specific prize ticket to an operator,vending machine, etc., that the player received from ticket dispenser 22based on a particular winning result on the game unit. A "specific prizeticket", "specific prize coupon" or "specific prize voucher", asreferred to herein, is a ticket, coupon, or other physical or electronicvoucher that can be exchanged for the specific prize only, and cannot beexchanged for other types of prizes or accumulated to purchase severaltypes of prizes. For example, paper or cardboard tickets, special metal,plastic, or cardboard coins or tokens, smart cards, etc., can be used as"specific prize tickets" and dispensed or output from specific prizeticket dispenser 22.

In the preferred embodiment, a specific prize ticket refers to anassociated specific prize in some way and has a standardized format thatis recognizable and verifiable by the prize supplier or operator. Thespecific prize ticket thus verifies that the player legitimately won aprize from a game unit 10 within an operator's control or knowledge. Forexample, a specific prize ticket can include on its face a textdescription and/or a pictorial description of the particular prize won,such as a slice of pizza or a stuffed animal. The player can turn in thespecific prize ticket to a display booth, other prize area, attendant,bartender, waiter, etc. and receive the specific prize referred to onthe specific prize ticket. In other embodiments, the player who won aspecific prize can send in the specific prize ticket or other voucher toa prize distributor or seller and receive a prize by mail or otherdelivery service. In still other embodiments, the specific prize ticketcan be provided in electronic form as, for example, bits or other datato be stored on a storage device or medium. Alternatively, the specificprize ticket can simply designate that it is a specific prize ticket andnot a universal ticket, and other operator-determined factors candetermine which particular prize can be redeemed by the specific prizeticket. Specific prizes and specific prize tickets offer a playergreater excitement and involvement in a game by allowing large prizes tobe won instantly without accumulating tickets, and also provide the gameoperator with promotional opportunities and simple verification thatplayers have won particular prizes. Specific prize tickets are describedin greater detail in copending patent parent application Ser. No.08/628,490.

Specific prize ticket dispenser 22 is preferably a separate dispenserfrom universal ticket dispenser 20, although in alternative embodimentsthe two dispensers 20 and 22 can be implemented as a single dispenser.In a preferred embodiment, specific prize ticket dispenser 22 includes aprinting device, such as a laser printer, ink printer, or thermalprinter, that outputs a slip of paper including a text descriptionand/or pictorial representation of the specific prize which can beredeemed for the ticket. This same printing device can also be used toprint either universal tickets with markings/indicia or specific prizetickets with indicia specific to a specific prize that has been won by aplayer. Since players may try to produce counterfeit specific prizetickets/vouchers, the specific prize vouchers can be provided onspecialized paper, cardboard, or other material and/or include specialidentifying marks, code or password not easily reproduced. In someembodiments, the specific prize ticket dispenser can print a value ordescription on the specific prize ticket in standardized bar code formatwhich can be read by standard bar code readers. For example, a specificprize ticket awarding $1.00 off the price of a product can be printedwith the appropriate bar code and thus can be accepted by any retailestablishment able to read bar codes on products. The specific prizeticket dispenser 22 is controlled by game processor 12 similarly todispenser 20 described above.

In alternate embodiments, no universal ticket dispenser 20 is includedin game unit 10 so that only specific prize tickets can be dispensed andexchanged for prizes. This embodiment offers the operator the advantagein that a whole price structure for prizes need not be maintained in aprize booth or other display area. These features reduce the operatingand maintenance costs of implementing a redemption system.Alternatively, the specific prize ticket dispenser 22 can be used inplace of universal tickets and the universal dispenser by dispensing asingle ticket "receipt" that has a universal ticket value printed on it.Players can thus save receipts indicating how many tickets they haveaccumulated rather than saving large numbers of universal tickets.

In still other embodiments, game unit 10 does not include a specificprize ticket dispenser 22. Specific prizes can still be won by a playerusing the game unit 10, but the prizes are claimed and received in someother manner than by ticket redemption. For example, when a playerachieves a predetermined task on game unit 10 to win a specific prize, amessage is displayed on a display screen or other output deviceindicating that the specific prize has been won. That message can be"frozen" or displayed until an operator or prize supplier gets a chanceto see the message and personally verify that the prize has been won.The specific prize can then be given to the winning player. The operatorcan then reset the game to remove the prize message so that players cancontinue to play the game. Alternatively, the operator can have accessto a central computer or game that is linked to game unit 10 throughcommunication device 24 (described below), such as the computer thatimplements a tournament score, and remotely verify that the a specificprize has been won and reset the game apparatus from the centralcomputer. In yet other embodiments, the dispenser 22 is providedseparately from game unit 10 and is linked through communication device24 to receive prize information through electrical connections. In thisway, a small number of centralized prize dispensers 22 can service alarger number of game units 10 all linked to the central dispensers.

In other embodiments, a player can insert a card or other medium whichstores electronic data into a suitable output device 18. The game unit10 then can write electronic data on the medium indicating the specificprize that was won by the player, and/or indicating a number of ticketsor prize credits which the player has won. The player can then take thecard and insert the card into a suitable card reader connected to aprize selection apparatus (prize selection is described in greaterdetail below). The prize selection apparatus can be a game unit 10, or aseparate "prize center" which can be used solely for prize selection.

Communication device or link 24 can optionally be included to allow gameunit 10 to communicate with other game apparatuses or with othercomputing, storage, and/or processing devices, such as a progressivebonus apparatus or server, described below. For example, a separateprogressive bonus apparatus can be provided which is connected tomultiple game units 10 through communication devices 24. Each individualgame unit 10 contributes to a collective progressive score that isstored and displayed by the bonus apparatus. The progressive score, forexample, can be incremented with every coin inserted in input device 14of any linked game unit, or automatically incremented over time atregular or random intervals, manually incremented by an operator of theprogressive apparatus, etc. The progressive score is accumulated fromthe current and previous games that have been played on the linked gameunits 10. The first player that achieves a predetermined progressivegoal on any of the linked game apparatuses wins the progressive bonusscore, where the progressive score is added to that player's game scoreand thus allows that player to win a greater number of universal ticketsand/or specific prize tickets that may be associated with theprogressive score. Alternatively, an individual progressive score can beaccumulated on a single, individual game apparatus 10 and displayed on aprogressive score display separate from a game score display. Forexample, the individual progressive score can be incremented by apredetermined amount each time a player inserts a coin in a coin slot.Progressive goals, scores, and bonus apparatuses are described ingreater detail in U.S. Pat. No. 5,292,127, by Kelly et al., andco-pending patent application Ser. No. 08/374,490, by Kelly et al, bothof which are hereby incorporated by reference herein in their entirety.

Communication device 24 can also be used to communicate directly orindirectly with other game units 10 and other processing devices toallow multiple players to participate in a game process. For example,one game unit 10 can allow a player to control one player-controlledobject in a video game, while a different game apparatus linked throughcommunication device 24 can allow a different player to control his orher own object in the same video game. Such linked apparatuses can alsobe used in quiz-type games, for example, in which players simultaneouslyor successively compete to hit a button to answer a question, scorepoints, etc.

Communication device 24 can also be used to allow game unit 10 tocommunicate with an operator, server, or other central controller thatregulates and coordinates prize distribution to game apparatuses linkedto the controller in the current redemption system. For example, anoperator in a game arcade can input a desired prize that will beassociated with a specific prize ticket. This input information iscommunicated to the linked game apparatuses, allowing those linked gameapparatuses to dispense a specific prize ticket that displays the prizethat the operator entered. Similarly, the linked game apparatuses cancommunicate information to a tournament server, for example, thatassists the operator or the server in operating the games ortournaments. For example, a linked game unit can inform the operator orserver when specific prizes are won and the type of prize won, how manyspecific prize tickets have been dispensed over a predefined timeperiod, how many universal tickets have been dispensed, how manyprogressive bonus awards have been won, etc.

Communication device 24 can be implemented as any one of many deviceswell known to those skilled in the art. For example, device 24 can be anetwork interface card coupled to a main bus of the system, a telephonemodem, a cable modem, a direct network connection, or other device forcommunicating information according to standard network or modemprotocols. Alternatively, device 24 can be a wirelesstransmitter/receiver for communicating without the use of cables orwires, e.g., using infrared emitters and detectors, broadband RFcommunication, etc.

FIG. 1a is a block diagram of a preferred game processor 12 of FIG. 1.Game processor 12 receives signals and commands from the player inputdevices 16 and translates/interprets those signals and commands so thatthe game process can be updated. Game processor 12 preferably includes amicroprocessor 28, random access memory (RAM) 30, read-only memory (ROM)32, and input/output (I/O) 34. Microprocessor 28 can be any processor orcontroller with features sufficient to control the game apparatus. Forexample, a suitable microprocessor for many mechanical game applicationsis the Intel 8031 8-bit microprocessor, which includes eight data linesand sixteen address lines. Alternatively, more powerful microprocessors,such as Pentium-class/power PC class microprocessors, or specializedgraphical or digital signal processors, can be used. Microprocessor 28executes a process, described by software instructions stored in memory,which recognizes a game command from player input devices 16. Thesoftware instructions can be stored in a "computer readable medium",which, by way of example, includes memory such as RAM and ROM, magneticdisks, magnetic tape, optically readable media such as CD ROMs,semiconductor memory such as memory chips or PCMCIA cards, etc. In eachcase, the medium may take the form of a portable item such as a smalldisk, diskette, cassette, memory module, etc., or it may take the formof a relatively larger or immobile item such as a hard disk drive.

Microprocessor 28 is coupled to RAM 30 by a data (D)/address (A)/control(C) bus 36 to permit the use of RAM for scratch-pad memory and otherfunctions during a game process. ROM 32 is preferably an erasable,programmable read-only memory (EPROM) that contains the start-upinstructions and operating system for the microprocessor 28. Much of theinstructions to implement the process of FIGS. 5 and/or 9 can be storedin ROM 32. Methods for coupling RAM 30 and ROM 32 to the microprocessor28 by bus 36 including data, address, and control lines are well-knownto those skilled in the art.

I/O 34 includes buffers, drivers, ports, registers, and other analogand/or digital circuitry to interface inputs and outputs with the bus36. Game output devices 18 and input devices 16 can be coupled to l/O34. For example, a display screen can be coupled to l/O 34 so that themicroprocessor or another video processor can control the display ofimages on the display screen, as is well known to those skilled in theart.

Game processor 12 can be implemented as part of a control systemincluding other electronic components (not shown). Besides thecomponents of game processor 12, the control system can includeoperator-configurable controls to provide selectable game functions suchas the amount the score is incremented for certain player actions orcommands, the amount of prize credits awarded based on the score, thespeed and/or difficulty of game play, the conditions required to add tothe game score and/or receive universal or specific prize tickets, theconditions required for a player to win a progressive bonus award orenter a tournament, etc. These factors can affect the difficulty of thegame and the amount of tickets/vouchers received by players. Otherfunctions selectable by such controls can include sound effects, a testmode, the type of game, and so on. The game processor can also includeother components, such as a sound chip, audio amplifier, and speaker.

The game processor 12 can also be implemented within a standard personalcomputer, workstation, network computer, or similar device. The computercan include plug-in interface cards such as video cards, 3-D graphicscards, sound cards, controller cards, etc. Standard peripherals can becoupled to the I/O 34 as input devices 16 and output devices 18, such asa CD-ROM drive, storage device (floppy disk drive, hard disk drive,etc.), PCMCIA card, printer, stylus and tablet, microphone for voicerecognition, camera, or communication device 24.

FIG. 2 is a perspective view of one embodiment 50 of game unit 10 whichcan include the features of the present invention to implement games anda redemption system. Game unit 50 is a multi-function game station orgame console which is intended to implement multiple types of gamesusing one apparatus, as described below. Game station 50 includes ahousing 52, player controls 54, display screen 56, coin slot 58, speaker59, and specific prize ticket dispenser 22 (a universal ticket dispenser20 can also be included in other embodiments).

Housing 52 encloses and supports the components of the game unit 50.Player controls 54 allow a player to provide player input as describedwith reference to FIG. 1. The player controls preferably include anumber of buttons 60 and a track ball 62. Buttons 60 can be used by aplayer to input selections or actions offered during games. For example,during a poker-style game showing a hand of cards, each button 60 can beassociated with a particular card and the player can hold or discard acard by pressing or not pressing the associated button. Track ball 62allows a variety of control options in several types of games. Forexample, the track ball allows a player to easily select certain areasdisplayed on display screen 56 with a player-controlled cursor.Alternatively, many other types of player controls can be used. Forexample, display screen 56 can be provided as a touch screen for readingthe positions of objects that contact the screen. This allows players toselect objects displayed on the touch screen by pressing a fingerdirectly on the screen at the positions of the displayed objects, as iswell known to those skilled in the art.

Images can be displayed and updated on display screen 56 by gameprocessor 12 or other controllers by methods well known to those skilledin the art. Coin slot 58 is provided for the player to insert one ormore coins before starting a game and can be implemented as describedabove. Other monetary input devices, such as card readers, can beprovided in other embodiments. Specific prize ticket dispenser 22 isimplemented as described above. Depending on the location of the gameunit 10, a universal-ticket dispenser 20 may or may not be included. Instandard redemption game environments, the dispenser 20 can be providedas described above. In some non-standard gaming environments, such asbars, restaurants, stores, etc., it may be more appropriate to have onlya specific prize ticket dispenser in game unit 10 since a prize displayarea may not be present in the non-standard gaming environments.

Alternately, other input and output devices can also be included in gameunit 50. For example, a card reading/writing device, a video scanner, avideo camera, a microphone, a dollar bill acceptor, personal digitalassistant interface port, or other devices can be provided to allow aplayer to input data from various sources and to allow the game unit tooutput prize information in a variety of forms.

Multi-use game unit 50 can be used in a variety of gaming environments.For example, game unit 50 is small enough to be easily located, thusallowing the game unit to be provided as a "bar top" game in a bar,restaurant, or similar environments and locales. The redemption systemof the present invention can thus be used in these non-traditionalenvironments, where redemption games have not unit 50 can also be usedin environments such as a gaming arcade. Also, environments such ascasinos can use game unit 50 as shown in FIG. 2 or in modified form.

The bar top game 50 can offer one of several different types of videogames utilizing images displayed on display screen 56. Some examples ofgames are described in greater detail below. Players can select buttons60 to pick cards in a hand or displayed cards, for example. Likewise,trivia or quiz-type games are popular in bar type environments, wheretrivia from a range of subjects can be posed as questions for playersand where players can select specific buttons 60 which correspond todisplayed multiple choice answers; or players might speak an answer in amicrophone if game apparatus includes a speech recognition device. Inaddition, video games which allow high player involvement can beimplemented on game unit 50. Memory games, timed games, knowledge games,and sports games such as basketball, golf, and the like can be provided,as well as other types of video games.

In one embodiment, game processor 14 can include a well-knownmicroprocessor such as a Pentium-based microprocessor, as well asadditional components necessary to implement popular computer platforms.Software that can be implemented on the Pentium microprocessor can thusbe provided on multi-use game unit 50. This allows a wide variety ofavailable games to be provided on game unit 50. Preferably, the playercan select one of several offered games to play using player controls54; the monetary amount required to play a certain game can varydepending on the type of game selected.

Multi-use game unit 50 is also ideally suited for linked or networkedgame play utilizing a communication device 24 as described withreference to FIG. 1 to create a multi-apparatus game system. A singlegame unit 50 can be linked with one or more other game units 50 to allowmultiplayer games, as described in greater detail below. For example,game unit 50 can include a "network computer" which typically includeslower cost components than stand-alone PC's and which can utilizeprocessors and software over a network to do many of computing tasks forthe user of the computer. When provided as a network computer, game unit50 can be initially provided as a stand-alone device which is notnetworked, and then eventually can be easily upgraded to intra-site andinter-site gaming systems, as described with reference to FIG. 3.

In addition, universal tickets can be won and dispensed from game unit50 similarly to the embodiments described above. A prize selection menu,as described below with reference to FIG. 6, is also well suited forgame unit 50 since the player can easily select a desired prize fromavailable lists or menus displayed on screen 56 using track ball 62.

FIG. 3 is a block diagram showing an embodiment 100 of the presentinvention for implementing networked game units with the redemptionsystem of the present invention. Individual game units 10a and 10b aredescribed above with reference to FIG. 1, and may take the form of gameunit 50 of FIG. 2 in appropriate embodiments. Each game unit 10a and 10baccepts monetary input 104, such as coins, tokens, a debit card, acredit card, smart card, or other forms of monetary or validated input.Each game unit 10a and 10b allows a player to participate in a game ofskill implemented on the game unit after the monetary input is received.Each game unit 10a and 10b is also preferably capable of dispensing anaward 106 to a player in accordance with his or her performance in thegame. This performance is typically indicated by a game score. Suchaward can be a specific prize ticket or coupon, universal tickets, smartcard electronic data, etc. Alternatively, awards can be provided inother ways as described herein.

Each game unit 10a and 10b may be coupled to a server 108 by a bus 110.The server 108 can be a separate device or apparatus which includes acontroller such as a microprocessor and/or a storage device such as ahard disk drive, memory devices, etc. Server 108 can include amicroprocessor similar to game unit 10 described above, and may alsoinclude input and output devices. For example, the server can be one ormore personal computers, "workstations", mainframe computers, or othertypes of computer or processor. The game units can be electricallycoupled by cables or wires and otherwise be physically separated fromthe server, or the game units can be physically coupled to the server.The game units can include appropriate network software to implementrequired communication protocols, as is well known to those skilled inthe art.

Alternatively, the server 108 can be provided in one of the game units10, or a server can be included in each game unit 10 and linked to eachother by busses 110. Additional game units 10 can also be coupled to theserver similarly to game units 10a and 10b. Game units 10a and 10b canalternatively be directly coupled to each other without the use of aserver 108.

In addition, one or more separate prize selection units 11 can also becoupled to server 108 and/or to game units 10a and 10b in the gamesystem 100. Unit 11 allows a player to select a prize in the redemptionsystem using prize credits won from playing a game in the redemptionsystem. Unit 11 can be an apparatus similar to game unit 10 or 50 exceptthat it need not offer any games for players to play. The prizeselection unit 11 can receive a player's prize credit information fromserver 108 or a game unit 10a or 10b and display a prize selection menuon a display screen as described with reference to FIG. 6. The playercan select one or more prizes using input controls of the prizeselection unit, such as a track ball, mouse, buttons, keyboard, etc. Theprize selection unit can then dispense a specific prize ticket, order aprize from a prize distributor, dispense a prize from its own storagearea, etc. Alternatively, the unit 11 can include a reading apparatusthat accepts a storage medium from a player, such as a smart card. Theunit can thus read a player's prize credits from the storage medium andallow a player to select a prize.

In one embodiment of FIG. 3, the game units 10a and 10b and server 108are an "intra-site" gaming system, i.e., the units and server areprovided at a single location or gaming environment. For example, alocal area network (LAN) can be implemented at the particular site tolink only those game units at that site, and where the server 108 is acentral computer or game apparatus that stores central data andcoordinates prize information, networked game processes and/ortournaments. Or, existing phone lines or other network lines can be usedto connect to a dedicated server that is used only to implement thegames and tournaments at the single site. For example, a server 108 canbe accessed by game units 10a and 10b using a modem and phone lines orTV cable lines, but the server 108 need not be connected to a largescale network (such as the Internet). Also, the game units and servercan be networked at a single site using an "Intranet" that utilizes thesame well-known protocols of the Internet, which is discussed in greaterdetail below. This allows Intranets to use same or similar servermachine software and client machine software as are used in Internetapplications.

Server 108 is used to coordinate games among one or more individual gameunits and/or provide information to linked game units. For example, theserver can be used to control a networked game, where players onseparate game units are simultaneously competing. For instance, a firstplayer playing a first person point-of-view virtual reality video gameon one game unit 10a can interact in "real time" with a second player ofa second game unit 10b who is also playing the same game. The firstplayer can view a computer-generated object that is controlled by thesecond player, and vice-versa. Alternatively, "non-real-time" games withplayers taking turns can be provided. The implementation of suchnetworked games is well known to those skilled in the art. Many playerscan be included in such a networked game, from 2 to hundreds or eventhousands of players. Players can simultaneously compete to firstachieve a goal or a predetermined task in the game that will win them aspecific prize ticket or universal tickets from dispensers 20 or 22.Server 108 can also be used to store a variety of games in electronicform and to download a game to a game unit 10a or 10b when that game isselected by a player of the game unit. The game would then typically beexecuted locally to the game unit 10a or 10b by game processor 12.Alternatively, if the network transmits data quickly enough, the server108 can execute a game and send and receive appropriate data between theserver and game units.

Alternatively, game system 100 can be provided as an "inter-site"system, where one gaming environment or "site" can be linked to gameunits 10 at other gaming environments or sites (such as a bar down tothe street, or a bar across the world) to allow additional numbers ofplayers to interact and/or compete in networked games, tournaments, etc.Thus, for example, server 108 with game units 10a and 10b at one sitecan be linked to a different server 108 and game units at another site.For example, game units 10 or 50 at different sites can be convenientlylinked through a private wide area network (WAN) or an existing globalnetwork such as the Internet and/or the World Wide Web (describedbelow), where the communication between different game apparatuses isaccomplished using telephone lines, ISDN lines, direct-connect datalines, fiber optic lines, cellular phone or pager wirelessreceiver/transmitter devices, and/or other types of communicationdevices and channels. The network can be a standardized network, such asEthernet, and the game apparatuses can communicate using well knownnetwork protocols, such as TCP/IP, IPX, or other standards. Each sitemay include its own server 108 which is linked to servers 108 at othersites. Also, each server may be linked to one or more centralizedservers at "central sites" which can coordinate information, rules, etc.between sites. Alternatively, each site may include only game units thatare connected to one or more centralized servers located external to thegame environments at different sites.

For example, a server 108 can be provided at each site and additionalsites where games are desired to participate in the present prizeredemption system, networked game, or tournament. Each server can sendperiodic update signals to other linked servers so that each server hasthe most current information regarding prizes, the state of a game, thenumber of participants in a tournament, the current tournament score, orother related information.

Game units 10a and 10b can likewise be linked to other types ofcomputing and electrical devices through communication devices 24.Centralized servers 108 can monitor and coordinate games for severalgame units. A network connection to an existing large scale networkallows the game units 10 to be additionally used as terminals forplayers or other members of the public to access information over thenetwork. For example, track ball 62 of game unit 50 can conveniently beused by a player to move a cursor displayed on screen 54 to selectdifferent links to the World Wide Web, to either play a game or accessinformation-related services.

The networked game units 10a and 10b and server 108 can be used toimplement a centralized prize distribution system in the redemptionsystem of the present invention. A list of available prizes and theirprize costs can be stored on a server 108 or a centralized server 108 asdescribed above, and this information accessed by game units 10a and 10bwhen needed. A prize selection menu can be retrieved by game units inthe redemption system, as described in greater detail below.

The game system 100 can also be used to provide networked games betweenplayers of different game units 10 such as the real-time and non-realtime games described above. In one embodiment, a new player mightapproach a particular game unit 10 and view a list of players displayedby game processor 12 which are currently playing games on gameapparatuses that arc linked to the particular game apparatus. The newplayer can select a game in that list to join that networked game orstart up a new networked game of his own and wait for additional playersto join.

Game system 100 is also well suited to implement tournament games. Inone embodiment, a tournament can be implemented on a single game unit10, where players successively play games on the single game unit 10,and where each player's score or performance is stored, for example, inmemory such as RAM 30 or on a different storage device coupled to thesingle game unit. Servers 108 are also well-suited for tournament gameembodiments. The single game unit 10 can be coupled to a separatetournament server 108, or the tournament server can be physicallyincluded within the game unit 10.

In another embodiment, linked or networked game units 10a and 10bprovide a much larger base of participants in a tournament. A player mayparticipate in the tournament from any game unit 10a or 10b that isconnected to other game units in the tournament. Game units 10a and 10bin a tournament can be provided at and linked together at one site asdescribed above, and can also be linked to server 108. Similarly, othergame units at different sites can also linked together and/or to aserver 108. Server 108 may coordinate prizes between game units, ordetermine a tournament prize 112 at the conclusion of a tournament,similar to the embodiment 100 described above.

The tournament is over after predetermined conditions have occurred,which is described in greater detail below with respect to FIG. 7. Atournament prize 112 is provided to winning players of the tournamentwho are determined according to predetermined rules or methods asdescribed with respect to FIG. 8. The tournament prize can be cash,physical prizes, tickets or other vouchers (such as specific prizetickets), or other types of awards. The tournament prize can bedispensed to the player through an award-dispensing device of anindividual game unit 10, or provided to the player externally. Forexample, an operator of the game tournament can manually provide thetournament award to the winning players. Alternatively, a player may beremotely awarded the tournament prize from a prize distributor, e.g.,the player can be sent prizes through the mail or delivery service, aplayer's bank account can be credited, etc.

FIG. 4 shows a second embodiment 100' of networked game system 100.System 100' includes a wide area network (WAN) such as the Internet 130,and a number of game units 10 coupled to the Internet 130. For example,a first game unit 10a, a second game unit 10b, and a server 108, arecoupled to the Internet 130. Multiple servers 108 can also be providedwith access to Internet 130 which are accessible by other computers andcomponents connected to the Internet.

The Internet 130 includes a number of nodes 132 that are interconnectedby data transmission media 134. These nodes are typically routers,switches, and other intelligent data transmission apparatus which route"packets" of TCP/IP information to the desired destination. In someinstances, the nodes 132 can comprise an Internet service provider (ISP)136 which allows a client machine to access the "backbone" of theInternet. Alternatively, client machines and web servers can be coupleddirectly into the backbone of the Internet. The nodes 132 are mostcommonly routers built, for example, by Cisco Systems of San Jose,Calif. The Internet service providers 136 are typically computers suchas workstations.

Game units 10a and 10b can be coupled to the Internet 130 with asuitable communication device, such as a network interface, telephonemodem, cable modem, etc. The game units 10a and 10b can be considered,in the language of the Internet, to be "resources," and game unit caninclude its own unique Uniform Resource Locator or "URL." In oneembodiment of the present invention, a client machine, such as game unit10a or 10b, sends a request for information, such as current prizecosts, tournament score etc., residing on, for example, server 108. Insome embodiments, the information on a server 108 or game unit 10 can bepublicly available to anyone with Internet and World Wide Web access;for example, the current tournament standings or prizes provided by agame provider or operator can be posted on a "web page" on the worldwide web. A game unit or other requesting machine can send a connectionrequest and a URL which specifies the address of the web page to theserver 108. The server 108 then sends a web page written in, forexample, HTML format back to the requesting game unit or client machine,where it is "cached" in the memory (typically the RAM, hard disk, or acombination of the two) of the game unit or client machine. In thisembodiment of the invention, the image on a video display of the gameunit or client machine can be generated from the HTML web page filecached on the client machine. For example, a client machine can use aweb browser such as Netscape from Netscape Communications or InternetExplorer from Microsoft Corp.

A game unit 10a or 10b may also request information such as a prizeselection menu, as described below with respect to FIGS. 6b and 6c . Theprize selection menu can be implemented as a "web page" in HTML or otherstandard formats. The most recently-updated prizes and their prize costswould be downloaded to client game units with the web page so thatplayers could select desired prizes using prize credits won duringprevious games. This embodiment is suitable for game units 10a and 10bthat are situated in public places as well as non-public places such asthe homes of players. In addition, game unit 10c can be coupled toInternet 130 similarly to game units 10a and 10b. Game unit 10c can becoupled to another game unit 10d by a LAN or other communicationnetwork.

In other embodiments, other well-known Internet protocols or languagescan be implemented on servers 108, game units 10 and client machines.For example, information can be sent in Java from Sun Microsystems,ActiveX from Microsoft, and/or the Virtual Reality Modeling Language(VRML) in addition to HTML.

Using Internet 130 or a similar WAN, players at home can participate andinteract in network games, prize redemption systems, and tournamentswith players that are playing a game unit at a particular gamingenvironment such as a bar or arcade. In another aspect, a first gameunit, such as game unit 10a, and a second game unit, such as game unit10b, may directly communicate with each other in standard TCP/IPprotocol over the Internet 130. More particularly, game unit 10a cansend information to the URL of the game unit 10b, and the game unit 10bcan send information in standard TCP/IP packets to the URL of the gameunit 10a. In this way, players of game unit 10a and game unit 10b candirectly interact in games over the Internet 130. Of course, a server108 can likewise directly communicate information to a game unit 10a or10b, or both units and the server can all interact.

FIG. 5 is a flow diagram illustrating a preferred process 250 of thepresent invention for implementing a redemption system of the presentinvention on one or more individual game units 10 in the process ofplaying a game. The present process is also suitable for the embodimentsof the game system 10 described with reference to FIGS. 3 and 4, and canalso be applied to other embodiments as desired. Process 250 can beimplemented by game processor 12 or other processors coupled to the gameunit.

The process begins at 252, and, in a step 254, the process checkswhether monetary input has been detected, such a coin(s), token, creditcard, debit card, etc. Game processor 12 preferably stores monetaryinput in various categories so the operator can determine the amount ofmoney earned by different games in particular time periods, and whethertournaments or single games earned more money. If no monetary input isdetected, the process continues to check for monetary input. Oncemonetary input is detected in step 254, the process continues to step256, where a game and/or information selection from the player isreceived and the appropriate selected game is selected from memory bythe game unit 10. For example, in one preferred embodiment, the gameconsole 50 as shown in FIG. 2 offers several types of games that can allbe played on the same console 50. In other embodiments, only one type ofgame is offered per game unit. Information can also be selected aboutthe offered games, prizes, events, etc.

One example of a display shell 270 on display screen 56 of the gameconsole is shown in FIG. 5a. A number of options and displays areprovided for a player, including game selections 272, a main displaywindow 274, and other information options 276. A player can select agame by pressing a touch-sensitive screen at the location of the gamebuttons 272, or by moving a pointer over a game selection with trackball 62 or other control and pressing a button 60, for example, toselect the desired game. Available games of the described embodimentinclude arcade action type games, in which a player's dexterity mayinfluence the outcome of the game and thus may influence the game score;card games, in which cards can be provided randomly and a player canselect and arrange cards according to game strategies; and quiz games,in which a player is typically provided questions to answer.Combinations of these types of games and a variety of other types ofgames can also be provided. Other available games can be displayed andselected using arrows 273. Visual feedback from a selected game ispreferably displayed in main display window 274 and can also bedisplayed in other windows or areas of display screen 56. In otherembodiments, electromechanical games can be provided, in which gameaction is implemented with moving mechanical parts or components such asdirected playing pieces (balls, rings, coins, etc.), tilting surfaces,moving targets, and the like, and may or may not include a displayscreen 56 with a display shell 270. Such electromechanical games caninclude coin or ball roll down games, basketball games, rotating pointergames, etc.

Initial display 270 also shows a number of other controls 276 which aplayer may similarly select to obtain information about other aspects ofthe redemption system. Help button 278 provides information to theplayer about how to win and choose prizes, how to accumulate prizecredits, how to play the various offered games, etc. High scores button280 provides the high scores of players for each type of game that hasplayed on the displaying game console 50. Tourney leaders button 282displays a screen of the current tournaments being provided and thecurrent leaders in those tournaments. The tourney leaders screen isdescribed with reference to FIG. 8a. Win cash button 284 provides theplayer with instructions and options on how to win money playing games.Other win and prize information can be similarly provided. The collectprize button 286, when selected, provides a player with a prize, such asa specific prize ticket, universal redemption tickets, or an actualprize. A prize display screen in connection with button 286 is describedin greater detail with respect to FIG. 6a .

Other displays are also provided on initial display screen 270. Gamecredits display 288 displays how many game credits the player has leftand which typically corresponds to how much monetary input the playerhas provided (e.g., number of coins). Each game credit is equal to afixed monetary value, such as 25 cents. Typically, each game offered ongame unit 10 requires a predetermined number of game credits to play,and this number can vary depending on the type of game played and theoptions selected for a game. In some embodiments, a player can storegame credits and retrieve/use game credits from previous game sessionsif a "game credit account" is implemented for the player, similar to theprize credit account described subsequently. Also, bonus or free gamecredits can be provided in a variety of circumstances, such as insertinga $5 bill into the game unit, previously winning a game credit prize, asa promotional exercise, etc.

Prize credits display 290 shows the number of tickets (also referred toas "prize credits" or "ticket credits" herein) that the player has won.These prize credits may have been won by the player after the mostrecent game or during the current game session, and/or can include prizecredits stored up over previous game sessions. A "game session" is acontinuous use of the game unit by the player and may include one ormore games played; for public game units, the game session may end whenthe player leaves the game unit. For implementations on a single gameunit 10, prize credits may have been won by the player during previousgame sessions when playing the game unit and which the player did notexchange for a prize (i.e., the player is "saving up" prize credits). Insome embodiments, the individual game unit can store these previouslywon prize credits in a "credit account" with a player ID (name, address,ID number, etc.) In networked embodiments such as shown in FIGS. 3 and4, the server 108 can store the prize credits won by a player overprevious game sessions and can send this information to an individualgame unit when requested by the game unit, e.g., when the playerassociated with a credit account plays a game on the game unit. Thus, aplayer can access his or her credit account by playing any individualgame unit connected to the server that stores that player's creditaccount information. In multi-server embodiments, the multiple serverscan communicate the credit account information to each other so that theplayer can access his or her prize credits from any linked game unit.

Two or more players can also play games simultaneously, alternating,etc. on a game unit 10. In such a case, each player can be provided witha separate prize credit display 290 to indicate that player's winnings(and also a separate game credits display 288, if desired).Alternatively, the multiple players can compete for a single prizecredit amount shown in display 290.

Initial display 270 also includes a display window 292 which can providethe player with messages concerning prizes, options, tournamentinformation, etc. For example, a message can scroll through the windowin a right-to-left direction. Specific prizes winnable during aparticular game can also be advertised or displayed in window 292. Mainwindow 274 can also display game or prize related information,advertisements, promotions, etc. when no games are being played (orduring game play, if desired).

A credit betting selector 271 allows a player to "bet" additional gamecredits for a game to potentially increase the number of prize creditswon for a game. For example, each time the player selects selector 271,the game credits applied to a particular game can be increased by 1.Preferably, the more game credits a player applies towards a game, thegreater the potential award. For example, 2 game credits applied to agame that normally only requires 1 will double the player's prizecredits won for a particular game score. In other embodiments, thesecond applied game credit might triple, quadruple, etc., the prizecredits won.

In alternate embodiments, the player may also be required to input someform of identification to access certain features of the game unit 10,such as a credit account storing previously-accumulated prize credits, atournament, prizes to be sent to the player's address, etc. Oneconvenient way to receive the player's identification is to require thatplayers provide monetary input in the form of a credit card, debit card,ATM card and PIN number, smart card, etc. which includes an electronicform of identification. Alternatively, a player can enter a password orother ID using input controls 16.

Referring back to FIG. 5, once the game and information selection ismade by the player in step 256, the process continues to step 260, wherethe process checks for a redemption-type selection from the player. Inthe described embodiment, the player is offered a choice as to prizeoptions when playing a game. The player can either choose to play aprize credit game (i.e., non-tournament game), where the player receivesprize credits and/or specific prizes based on the score and otheroutcomes of the game; or, the player can choose to participate in atournament when playing the selected game. In the described embodiment,a tournament player does not receive any prize credits based on gamescore but instead competes for a tournament prize with other players inthe tournament, i.e., the player's score is placed on a tournament listof scores. If the player chooses the prize credit game, the processcontinues to step 264 to implement the credit game. This is described ingreater detail with respect to FIG. 6. If the player chooses thetournament game, the process continues to step 266, where the tournamentgame is implemented. The tournament game is described in greater detailwith respect to FIG. 7. The availability of specific prizes andtournament play on the game unit 10 tends to cause greater playerinterest and involvement and thus increases the game's earnings. Inother embodiments, a player can win prize credits and specific prizesduring a tournament game as well as a prize credit game. After step 264or 266, the process returns to step 254.

In some embodiments, players can also be required to meet certainconditions before participating in a credit game or a tournament. Forexample, a player can be required to play a predetermined number ofgames (e.g., 5) on a game unit 10 before being allowed to participate ina tournament. A certain percentage of the money received from thispredetermined number of games can be allocated to purchasing prizes forthe winners or top players of the tournament. The number of times theplayer has played can be stored with a player identification on astorage device or in memory or at a central database accessible by gameapparatus 100. Alternatively, the player must play the required numberof games at one sitting before being allowed to participate in thetournament. Or, the player might be simply required to input a minimumamount of game credits (equivalent to playing a predetermined number ofnon-tournament games) to participate in a tournament.

An example of a selection screen allowing the player to choose the typeof redemption game is shown in FIG. 5b. Main window 274 displaysinformation about the selected game, which in this example is "QuizShow." By selecting one of the buttons 304, the player can select aprize credit game or a tournament game (the 1 and 2 player buttonspreferably both select credit games). Other information can also beprovided, such as a jackpot amount 306. As described in U.S. Pat. No.5,292,127, a progressive bonus jackpot can be available to a player whoachieves a progressive goal during a game. The jackpot amount 306informs the player how many prize credits would be won as a progressivebonus award when a progressive goal is achieved during the game. Theprogressive bonus award was contributed to by previous players of gameunit 10 and/or other linked game units. In some embodiments, the playercan choose an option whether to play a game having a progressive bonusaward available, or play a game not having a progressive award. Theinformation displayed on main window 274 about a game, such as shown inFIG. 5b, can also be provided when the player selects the help button278.

Between or during games, game units 10 such as game console 50 candisplay other information, such as promotions or advertisements. Suchadvertisements can include still shots, animation, movies, sound, etc.For example, FIG. 5c shows a promotion for the bar advertising aparticular future event at the bar to promote further interest fromplayers. Other similar promotions can include, for example, a "happyhour" when products are free or reduced in price, a sporting event suchas a football game, etc. Preferably, the game unit 10 provides a simpleinterface to allow the operator to easily input promotional information.

Advertisements sponsored by companies, prize providers, or other sourcescan also be displayed and, in another aspect of the present invention,can be directly related to prize or game information. For example, FIG.5d shows a beer advertisement for a particular sponsor. This sponsor mayhave contributed to prizes available to players on the advertising gameunit 10, so that the advertisement has a direct relation to prizes andcan thus increase the effectiveness of such advertising. For example,windows 274 and/or 292 can display promotions such as "Win 25% off a sixpack of beer|" which might be won as a specific prize during a game ongame unit 10. A dispensed specific prize ticket can include a bar codewhich the player can exchange as a coupon in a store to receive thestated discount on that particular brand of beer. A sponsor might alsosupply free games for players in exchange for displaying advertisements,or may simply pay the game operator for advertising time. Thus, usingthe linked advertising and prize redemption system disclosed herein,multiple revenue streams from advertisers are offered to a game operatorand also offer the sponsors more effective advertising.

FIG. 6 is a flow diagram illustrating the prize credit (non-tournament)game implementation of step 264 of FIG. 5. The process begins at a step320, and in step 322, a game process is implemented. Once the playerselects a start control, the game begins and proceeds according to astandard game process as modified by player input. For example, in a"Scud Attack" game, oncoming missiles are displayed on display screen 56which the player attempts to destroy using track ball 62 and buttons 60,as is well known to those skilled in the art. In a solitaire game, cardsare displayed on the display screen 56 and the player selects cards toplace over other cards according to the rules of the game. In a quizgame, the player answers displayed questions using buttons 60 or otherinput controls. Many other types of games can also be provided as gameunit 10 for use with the redemption system, such as mechanical roll downgames, target games, etc. In step 324, the process checks if the game isover; if not, the game process is continued in step 322.

Once the game is over, the process checks in step 326 whether the playerhas won a specific prize (the process can also check for specific prizewinnings during the game). If no specific prizes have been won, theprocess continues to step 328 to credit tickets (or prize credits) tothe player or to the player's account, if such is implemented. Theamount of prize credits already in the player's account were accumulatedduring previous games played by the player. The prize credits won fromthe current game are added to any existing credit balance and the totalis displayed to the player. As described above, the credit account canbe implemented on storage devices such as memory, hard disk, etc. eitherlocal to the individual game unit or on a connected server that linksmultiple game units. In some embodiments, a connected server 108 can beused only for credit account functionality, or it may also be atournament server having tournament functionality. In the examples ofFIGS. 5a and 5b, the total prize credits available to the player isdisplayed in window 290. In other embodiments, the player onlyaccumulates prize credits during a single play session that continues aslong as the player has additional credits to play (e.g., the player caninsert additional monetary input during or between games to continueaccumulating prize credits during a single play session).

FIG. 6a illustrates an example display of score and prize credits (showsas "tickets") won by a player after a game is over. The score 362 of thegame is displayed, followed by an optional speed bonus 364, whichprovides a modification to game score based on the time taken to playthe game. For example, in some types of games, the shorter the timetaken to complete a goal, the greater is the skill of the player. Ascore of higher value is awarded to reflect this necessary higher skill.In the described embodiment, a multiplier is applied to the score toachieve a total score 366. The total score is converted to a number ofprize credits or tickets 347 that the player won; for example, apredetermined number can be divided into the total score to achieve anumber of tickets that is about equivalent to the player's score interms of prize value in the scale of prizes offered by the redemptionsystem. The number of game credits played 370 is the amount of monetaryinput provided by the player to play a single game; in the describedembodiment, the number of game credits inserted for a game acts as amultiplier for the tickets won from that game. Thus, the total number oftickets 372 is the number of game credits 348 multiplied by the wontickets 347. The total number of tickets 372 can be added to anypreexisting ticket balance of the player, if appropriate. In alternateembodiments, there need not be a conversion of score points to prizecredits; a game can simply have a game score in terms of prize creditsor tickets.

In next step 330, the process checks whether the player wishes to choosea prize with his or her prize credits. If not, the player can simply endhis or her game, with the newly-won prize credits added to his or hercredit account that is stored on the game unit or a server (ifapplicable). Alternatively, the player can be dispensed a record,medium, or physical token in step 332 which allows them to retain theirwinnings externally to the game unit and redemption system. For example,as in traditional redemption game arcades, the player can be dispensed anumber of paper tickets proportional to the game score and/orproportional to the total prize credits won. Alternatively, the playercan be dispensed a printed form, receipt or stub by a printer whichindicates the amount of prize credits won. In yet other embodiments, theplayer can insert some form of electronic, optical or magnetic storagemedium, such as a debit card, magnetic disk, etc., into an appropriatereading device on the game unit. The amount of prize credits can then bewritten on the storage medium by the game unit and the player wouldretrieve the medium. Once the player received a record of their prizecredit winnings, the game unit would no longer have any record of thosewinnings. These latter methods may be the only way for a player to saveup prize credits in embodiments that do not provide a stored creditaccount for each player. The process is then complete at 342.

If, in step 330, the player wishes to choose one or more prizes with hisor her prize credits, then the process continues to step 334, where aprize selection screen is displayed. This screen provides a list ofprizes that are available to players within the redemption system of thepresent invention. The prizes are defined and organized completelywithin the system of the game unit so that the operator does not have todisplay physical prizes to players in the gaming environment in aseparate booth or dispenser. In gaming systems that incorporate bothgame units 10 and servers 108, the prizes are organized within thesystem of game units and any connected servers. After the player has wonprize credits, the player can conveniently select one or more prizesfrom a list presented on the screen, where all the information necessaryis provided to the player. Thus, all redemption of prize credits forprizes is performed electronically. This allows an operator to have muchgreater influence and control over the prizes that are available and thedesired profitability of the redemption games. For example, theredemption system of the present invention allows players to selecttheir prizes on the same game apparatus which the player played thegame, and thus allows the system to automatically and continuouslyupdate prize costs and specific prize win ratios according to monitoredplayer performance to maintain a desired profitability of the gameunits. The prize system is described from the system's and operator'spoint of view with respect to FIG. 9.

The prize selection menu is preferably displayed on the display screenof the game unit 10 or 50, but may also be displayed on output devicesof other apparatuses, such as prize selection unit 11, server 108,client machines to the Internet, etc. When game unit 10 is aelectromechanical game or other game typically not including a displayscreen, then a player will typically be required to select prizes from aseparate unit 11 or similar device.

In step 336, the player inputs a selection of one or more prizes fromthe displayed list. Preferably, the player can select a desired prizeusing a touch screen, track ball 62, pointer, or other input device.Once the prize selection is received, step 337 is implemented, in whicha specific prize ticket is printed and provided to the player and theprocess is then completed at 342. The specific prize ticket preferablyincludes a depiction of the prize or prizes selected by the player.Multiple prizes can be depicted on a single specific prize ticket, or aseparate specific prize ticket can be dispensed for each prize selected.Thus, in effect, the prize selected by the player through prize creditscan be considered a specific prize or "instant prize" at this point inthe process. Specific prizes are described in greater detail withreference to co-pending parent application Ser. No. 08/628,490. Thespecific prize ticket may be redeemed at an appropriate exchange centerfor the actual prize. For example, a prize exchange booth can beprovided at a gaming environment such as an arcade or bar, where anoperator keeps an inventory of prizes and exchanges appropriate prizesfor specific prize tickets. In other embodiments, the player can inserta card having the specific prize ticket information into a vendingmachine. In still other embodiments, the player can mail the specificprize ticket to a prize distributor.

Alternatively, the prize information describing which prize the playerhas selected is not printed on a specific prize ticket but is insteadelectronically routed to a distributor or to a dispenser directly over anetwork or other communication link. For example, in some embodiments,prizes can be delivered to a player from a central prize location, suchas a warehouse. The selected prize information could thus be sent outvia a network from the game unit to eventually be accessed by the prizedistributors, who would send the desired prize to the player's addressor would send the prize to the location where the player played theindividual game unit so that the player could pick up the prize.Alternatively, the specific prize information can be written inelectronic form to a medium such as a card, disk, etc., where the playercan remove the medium and claim prizes at a different apparatus able toread the medium.

If the player has won a specific prize or "instant prize" in step 326,then the process continues to step 338, where the specific prize won isdetermined and displayed. Specific prizes can be provided in a varietyof different ways. Specific prize goals during a game can be offered toallow the player to win a specific prize (rather than prize credits) byachieving a goal requiring skill (dexterity, experience, etc.) of theplayer, such as moving a controlled object to a specific target,choosing a particular combination of cards, etc. Alternatively, aspecific prize goal can be met based partially or wholly on random orstatistical chance. The specific prizes that can be won during a gameare preferably displayed to the player so that the player knows how towin the specific prizes. Also, once the player has achieved a specificprize goal, the actual specific prize won can be determined inpredetermined fashion or randomly from a prize table or other list ofmultiple possible specific prizes. The determination of a specific prizefrom a table is described in greater detail with respect to FIGS. 9 and9a. Specific prizes and winning specific prizes are described in greaterdetail in co-pending parent patent application Ser. No. 08/628,490.

After or as the won specific prize is displayed in step 338, a specificprize ticket is dispensed to the player in step 340, which is describedabove with reference to step 337. The specific prize ticket includes adesignation, such as a written description and/or picture of the prizewon, so that the player may redeem the specific prize ticket for thedesired prize. The process then continues to step 328 as describedabove.

It should be noted that a player may win both a specific prize ticketand may also win prize credits during a game of FIG. 6. For example, theplayer can achieve a specific prize goal during a game and win thespecific prize, as well as scoring points and adding to game score towin prize credits. Thus, after (or during) a game, the player canreceive a specific prize in steps 337, 338 and 340, and also choose aprize in steps 334 and 336 based on prize credits won.

In alternate embodiments, actual prizes can be dispensed from the gameunit 10 or from a dispensing apparatus that is located in the gamingenvironment. If available prizes are all small toys, cards, or the like,then the prizes can be stored in the dispenser and an appropriate prizecorresponding to the player's selection can be dispensed.

FIG. 6b illustrates an example of a prize selection menu used in step334 of FIG. 6. Main display window 274 provides a list 344 of prizes andalso includes a prize cost or value 347 for each displayed prize.Additional prizes that may not fit within the dimensions of the displayscreen 56 can be viewed by selecting page controls 345. In the describedembodiment, a prize is identified by a text name/description in a tableformat. In other embodiments, other text information related to theprize can also be provided, as well as pictorial descriptions of prizes,as shown in FIG. 6c.

A player can select any of the prizes for which he or she has enoughprize credits as shown by window 346. Preferably, indicators 343 areprovided to indicate which prizes can be "purchased" by the player withhis or her current prize credit balance. Indicators 343 can take a widevariety of forms in alternate embodiments. A player selects a prize itemusing an input device, after which the selected prize is highlighted ormarked to distinguish it from the other prizes in the list, as shown byhighlighted prize 348 and check box 349. The player indicates to thegame unit that a selection is finalized by selecting the collect prizebutton 286.

In the preferred embodiment, the entire list of available prizes isdisplayed regardless of whether the player can afford the prizes withhis or her current prize credits. This allows the player to view thewhole range of prizes and decide whether to redeem a prize at thepresent time or to save prize credits and, after playing additionalgames, redeeming a prize of greater worth with a greater number of prizecredits. In another embodiment, only prizes which the player can affordwith his or her current prize credit balance are displayed by the gameunit.

In other embodiments, a hierarchical prize menu system is implemented,in which categories of prizes are initially displayed and allow a playerto select categories and sub-categories within the categories to narrowthe choice of available prizes. For example, a player might select a"sporting goods" category to have a choice of sports prizes such asbasketballs or other balls, athletic shoes, sporting goods equipment,etc., and then select a sub-category of "baseball" to narrow the choicesto baseball-related prizes. This is useful when a large number of prizesare offered by the redemption system.

In response to the selection of a prize by the player, the gameprocessor 12 in a preferred embodiment commands the dispenser 22 toprint out a specific prize ticket 62 that may be exchanged for theselected prize (and, preferably, no other prize). Thus, by allowing aplayer to select prizes using the game unit 50, no physical universaltickets 60 need be dispensed to the player. The only physical ticketneeded by the player is the specific prize ticket 62 that can beexchanged for the actual prize. Alternatively, if the player does notwant any of the displayed prizes, the player can opt to receive anamount of physical tickets from dispenser 22 or 20 equivalent to theprize credits won by the player. Or, the player might decide to useprize credits to "buy" additional games on a game unit 10, e.g., convertprize credits to game credits. Those bought game credits can then bestored in a "game credit account", if desired.

In addition, the operator can easily reconfigure the prize list 344 asrequired. For example, if a particular type of prize is out of stock,the operator can remove that prize from the list 344 so it is notoffered to players. If a new type of prize is being offered, theoperator can add prize items to the list 344. Adjustment of prizes isdescribed in greater detail with respect to FIG. 9.

The prize list 344 offers advertisers a way to link available prizes toadvertisements displayed on the game unit. For example, a particularbrand of fast food might be advertised on display screen 54 betweengames and promoted by informing players that that brand of food isavailable as a prize for playing the game. When prize list 344 isdisplayed after a game, items of the advertised brand of food, such as"McDonald's Big Mac" or "Burger King Whopper", are presented asselectable prizes, thus enhancing the advertising effect on the player.

In some embodiments, the player can optionally select a "save tickets"option in the prize selection screen (or the prize credits are saved inthe player's account automatically), which will store the amount ofprize credits won on a local or a remote storage device as well asidentification information to associate the winnings with that player(name, address, etc.). For example, the prize credit information can bestored in a special account for the player that is kept by the operatorof the gaming environment, by a more centralized service, or by theplayer himself on a writeable medium such as a smart card or printedticket. When the player next plays a game apparatus that has access tothe amount of prize credits previously won, the player can add anypresent winnings to previously stored winnings in the account and thusbe able to exchange the combined amount of prize credits for a morevaluable prize.

FIG. 6c shows an example graphical prize selection menu 350 for analternate embodiment of the present invention that allows a player toselect prizes from game unit 50, 10, or other embodiments disclosedherein. Menu 350 can be displayed on display screen 56 or a differentoutput device of the game unit.

Menu 350 portrays various prizes that are available to be exchanged forprize credits. Each prize can be displayed in its own selection box 352.A description 354 of each prize can include the name of the prize and/orany other information related to the prize. Pictorial information 356preferably portrays each prize accurately and realistically to theplayer. Prize costs 358 preferably indicate the required number of prizecredits to be redeemed for the player to receive the prize. The playercan preferably select a displayed prize by moving a cursor or indicatoronto a box 352 or otherwise marking a specific box 352. For example, acurrently-selected box 352a can be shown highlighted, in a differentcolor, in inverse video, etc. The player can press a button 60 or othercontrols to select the desired prize. Or, the player might select acontrol such as arrows 360 to display a different "page" of prizes onthe display screen 56. The menu 350 can be displayed in a variety offormats and layouts in other embodiments.

In other embodiments of graphical prize menu 350, a 3-D environment canbe simulated for the player to "explore." For example, a menuimplemented in VRML over the Internet can allow a player to enter 3-D"rooms" and view 3-D visual representations of prizes as they wouldrealistically appear.

FIG. 7 is a flow diagram illustrating step 266 of FIG. 5, in which atournament game is implemented. Tournaments can be implemented using asingle game unit 10 or using networked game units as described above.Players from gaming environments in several different locations can thusinteract or compete simultaneously in offered games, or over apredetermined time period during which the tournament is open toplayers. Such large scale networked tournaments can be administered andprovided by services completely independent of the local gamingenvironment operator. For example, an independent tournament organizingservice can implement a tournament from a central server computer thatis linked to the participating game apparatuses. The local operatormight get a percentage of the proceeds from the tournament for allowinggame units 10 at his location to participate. The various optionsconcerning tournaments as discussed below can be adjusted by theoperator or prize provider, preferably by using a tournament table asshown with respect to FIG. 9a.

The process begins at 382. In step 384, at least a portion of themonetary input from the player is directed to a tournament prize. Thetournament prize is contributed to by all the players in the tournament.Thus, since it represents multiple contributions, the tournament prizecan be worth much more than any specific prize a player might win from asingle game, similarly to a progressive bonus score described above. Forexample, a game may cost $1 that the player inputs into the game. Aportion of this monetary input, such as 50 cents, is applied as a fee toplay the game, like a normal redemption or arcade game. The otherportion, 50 cents in this example, is applied to the tournament prize.Thus, each time this particular game is played in the tournament by anyplayer, 50 cents is contributed to the tournament prize. This type ofapportioning of the cost of the game allows part of the earnings of thegame to be provided to the owner of the arcade or other location wherethe games are made available to the public, and also lets part of theearnings be apportioned to a tournament prize provider, who can be aseparate entity from the arcade owner or operator.

In yet other embodiments, the tournament prize value can be increased ordetermined using other or additional criteria besides monetary input.For example, the tournament score's value might be based on the numberof players in the tournament, the duration of the tournament, apredetermined number, the number of goals achieved during thetournament, etc.

The tournament prize can be an actual physical prize, such as acomputer, stereo, etc.; or the tournament prize can be in a form ofcurrency, such as prize credits, vouchers, or cash that are exchangeablefor other prizes. For example, the tournament prize can be indicated interms of monetary units, such as dollars and cents. In otherembodiments, the tournament prize can be expressed as a number of pointsthat have a correspondence to the amount of monetary value contributedto the tournament score by the game unit 10a or 10b. For example, everydollar of monetary value contributed by a game unit can be expressed as10 points of tournament prize. Or, a tournament prize can be expressedin terms prize credits used on the individual game units 10a and 10b,allowing a winning player to select prizes using a game unit's usualprize selecting mechanism, described above with reference to FIGS. 6, 6band 6c.

Since the tournament prize may be continually growing, its value mustcontinually be updated so that players will know the most current prizevalue for which they are competing is displayed by the game unit. Fortournaments implemented on one game unit, the only contributions in thetournament are received on that game unit, so the tournament prize issimply increased when a player on that game unit joins the tournament.On multi-game systems, the current tournament prize information is sentout to all the individual game units able to participate in thetournament. One or more servers can be used as described above, or gameunits can be interconnected and relay any updates to the tournamentprize to each other.

In next step 386, a game process is implemented by the game unit,similar to step 322 of FIG. 6. In step 388, the process checks whetherthe game is over. If not, step 386 is implemented until the game isover. In next step 390, the results of the game and any other necessaryinformation is added to a tournament list. The tournament listpreferably includes all the players in the tournament by name or otheridentification and their associated game scores. In other embodiments,additional information can also be stored in the tournament list whichcan be used to help determine a winner or to provide statisticalinformation for the operator of the tournament. For example, the timethe player took to play a game, the number of times a player hasparticipated in similar previous tournaments, etc.

If a server 108 is being implemented, then the tournament list istypically stored on the tournament server. The game unit thus sends thegame score to the tournament server over a network link. If thetournament is being implemented on a single game unit, the tournamentlist can be stored locally on that game unit.

In some tournament embodiments, a player's identification need not beknown. Each game score can be stored in the tournament list with anassociated ID verifier that is assigned to the game score by the gameunit or linked server. The ID verifier can be a number, word, symbol,etc. that is randomly generated or determined according to apredetermined pattern. Once the ID verifier is determined, it isdisplayed to the player so that the player can later claim their gamescore. For example, a ticket can be dispensed to the player with the IDverifier on it. Once the tournament is over, the ID verifiers of thetournament-winning scores can be advertised, and the winning players canclaim the tournament prize by presenting their ticket or by otherwiseproviding their winning ID verifier to the prize provider.

In other tournament embodiments, the tournament list of scores may onlyinclude the top n game scores, where n is a predetermined number ofwinners. In such an embodiment, a game score is not stored on thetournament list unless it is greater than (or equal to) the lowestwinning game score already on the tournament list. Thus, the player neednot provide any identification if his or her game score is too low. If aplayer's game score currently qualifies to be on the tournament list,the player can provide identification. For example, the player mightthen enter his or her name, initials, etc. using an input device. Ofcourse, later player's scores might cause previously-qualifying scoresto be removed from the list when the previous scores are no longer highenough.

In step 392, the process checks whether the tournament is over. Anindividual game unit 10 can check for tournament conclusion by, forexample, sending a request to a tournament server 108, which checks thetournament conditions and can send a response back to the individualgame unit. Or, tournament conditions can be checked by a game unitimplementing a tournament solely on that game unit.

There are several conditions which can be set by the tournament operatorto cause a tournament to conclude. A tournament can conclude based ontime duration, number of players that have entered the tournament,amount or worth of the tournament prize, when a predetermined game scorehas been reached by one or more players, when a predetermined number ofgoals have been reached in participating games, when players/game unitsfrom predetermined locations have participated, when an event outsidethe tournament occurs (e.g., a football season ends, a world seriesconcludes, etc.), when a predetermined number of minimum scores areachieved by participants in the tournament, or other conditions; or, acombination of two or more of these conditions can be applied.

For example, in a tournament server embodiment, a predetermined number,"n", of players can be allowed to participate in a tournament. When thelast allowed player has finished a game, the tournament can beconcluded. The tournament server 108 can store the number of tournamentparticipants who have already completed their games and thus can easilydetermine when the nth player has participated. Other conditions canalso be checked; for example, a tournament might conclude based on acondition of time duration of the tournament, where the expired timesince the tournament began can be checked in step 392 (such a check canalso be made periodically by the game unit regardless of player activityon the game unit). For example, a tournament might last one week, andthen automatically end.

If the tournament is over in step 392, then the process performs step394, where the tournament is concluded as detailed with respect to FIG.8. The process is then complete at 396. If the tournament is not over,then the process 380 is complete at 396.

FIG. 8 is a flow diagram illustrating step 394 of FIG. 7, in which atournament is concluded. The process begins at 400, and in a step 402,the tournament score is assigned to the top player or players in thetournament list. Preferably, a predetermined number of the players withhighest score in the list have "won" the tournament. For example, thetop three players, as shown below in FIG. 8b, can be awarded portions ofthe tournament prize.

The tournament prize can be divided among the top tournament players ina variety of ways. In one embodiment, a predetermined proportion of thetournament prize is provided to the top players; for example, firstplace receives 60%, second place receives 30%, and third place receives10% of the tournament prize. The operator or tournament organizer canpreferably alter these percentages as desired, as shown in FIG. 9bbelow. Alternatively, the proportion can be determined by the differencebetween the top players'scores. For example, if the second placeplayer's score is very close to the first place player's score, thetournament prize can be divided almost equally between these twoplayers.

In step 404, the tournament results are communicated to individual gameunits that participated in the tournament. These tournament results canbe viewed by players to see who won the tournament. Game operatorsand/or tournament prize providers are also informed which playersreceive the tournament prize. Players may be required to return to thegame unit 10 on which they played to see the tournament results and todetermine if they have won the tournament. Alternatively, the playermight check any game unit (or computing device) that was linked to thetournament information through network connections.

Winning players can actually receive their portion of the tournamentprize in several ways discussed above. For example, the prizes can besent to the winners, collecting the prize at the location where the gamewas played, receiving prize credits to select a prize using the prizemenu, etc. A player that wins a tournament can also receive a specificprize ticket that can be exchanged for a valuable prize, such as abicycle or $200 worth of merchandise at a related retailer. Thetournament prize offers another way for advertisers on game units 10 toprovide brand-related prizes to players and to enhance the advertisingeffect on players. For example, a bicycle company might advertise theirparticular brand of bicycle as a tournament prize.

In step 406, the tournament prize or score is reset. The process is thencomplete at 408.

In other embodiments, after a tournament is concluded, a player may berequired to play additional games to determine a winner as, for example,in elimination-type tournaments where players compete in successiverounds and are eliminated from the tournament after losing apredetermined number of games.

FIG. 8a is a tournament standings display screen which is preferablydisplayed by the individual game unit after a selection of the tourneyleaders button 282 or after a tournament is complete. The tourneyleaders button 282 is shown highlighted in FIG. 8b to indicate that ithas been selected. Main display window 274 displays a number of players,scores, and prizes for different games. For example, a tournament forthe game "Scud Attack" is currently ongoing, and the window 274 liststhe three players 420 who have so far achieved the highest scores in thetournament, the game scores 422 for each of the players, and the cashprize 424 that each player would win if the tournament were to concludewith the current standings. In alternate embodiments, winners of atournament can win prize credits or other prizes instead of cash. Whenthe tournament has concluded, the main window 274 preferably displays"TOURNAMENT ENDED" or similar information to indicate that a playercannot join the tournament. Similar tournament standings are displayedin window 274 for the game "Super Solitaire." Tournament standings forother games can be displayed by selecting the next and previous pageindicators 426. Preferably, concluded tournaments that have ended withina previous predetermined time period (such as within the last week,month, etc.) are still available to be viewed by later players of thegame unit 10 to give them an idea what types of scores are typicallyachieved by players in a tournament game and the amounts or types ofprizes won by players.

FIG. 9 is a flow diagram illustrating a process 440 of the presentinvention for allowing the operator of the game redemption system toadjust prize characteristics of the system. This process can beimplemented on a game unit 10 utilizing the game processor 12 and othercomponents; or, this process can be implemented on consoles, computers,or other terminals separate from the game unit. The separate unit canthen provide the prize table and other information to individual gameunits 10 over a network or other communication link; or, the operatorcan manually transport the prize information over a medium such as amagnetic disk or other storage medium. The process begins at 450, and ina step 452, a prize table is displayed for the operator.

FIG. 9a is a diagram of an example of a prize table 480 for use with thepresent invention that is displayed to the operator in step 452. Theprize table 480 is preferably displayed by a display screen such asscreen 56 of game unit 10 or 50 so that the operator can adjust prizecharacteristics for that game unit and any linked game units, ifdesired. Alternatively, the prize table can be displayed on a separateoperator terminal, computer, server, or game unit that may be linked togame units 10. In such a system, the operator would modify the prizecharacteristics as desired and send any updated characteristics to alllinked (or all desired linked) game units over a network or othercommunication device.

Prize table 480 of the described embodiment includes a list of availableprizes 482, an actual cost 484 of each prize in list 482, the prizevalue 486 for each prize in list 482 in terms of prize credits ortickets, the specific prize win percentage 488 for each prize in list482, the prize credit global payout percentage 490, and the specificprize win percentage 492.

Prize list 482 includes a text name of each prize the operator wishes toinclude in the redemption system. Preferably, the operator can simplyselect a field of the table and enter a new prize name, change anexisting prize name, or delete existing prize names. The operator caninput this information using such input devices as a keyboard, pointermechanism, stylus, tablet, etc. Preferably, the operator lists prizesfrom the least worth to the most worth; or, the system can automaticallysort the prizes in a preferred order. In alternate prize tableembodiments, the operator can enter additional text description for aprize, such as physical dimensions, systems or standards with which theprize is used, color, or other characteristics. In still otherembodiments, the operator enter a graphical description of a prize, suchas a bitmap or other pictorial data format. For example, the operatorcan upload a graphical file to the redemption system from a personalcomputer. This would be more suitable for a redemption system having agraphical prize selection screen for players, as shown in FIG. 6b. Insome embodiments, the operator can provide descriptions of particularbrands of prizes in prize list 482 in exchange for advertiser money. Theoperator might also input specific advertisements to be displayed ongame unit 10 and associate those ads to items in the prize list 482. Insuch an embodiment, for example, the game unit 10 can examine each prizeitem in prize list 482 and check if each prize item has an associatedadvertisement. If so, the advertisement can be displayed between orduring games, along with the prize credit cost of the associated prize,if desired.

Actual cost field 484 lists the cost of the associated prize which theoperator or prize supplier has purchased and/or which the operatorssells. For example, a pizza may be sold to players for $15.00 in aparticular gaming environment, but the actual cost to the operator formaking the pizza may be $3.00, which is the price the operator wouldinput to the table. Similarly, the operator or prize supplier may beable to purchase prizes in bulk for a significant discount, and thatdiscounted price would be provided in the fields 484.

Prize cost field 486 lists the amount of prize credits that a playermust pay to receive or purchase the prize associated with the prizecost. These costs are displayed directly on the prize selection screenas described above. For example, to win a small pizza, a player musthave at least 600 tickets or prize credits in his or her account, and towin a video game console, 20,000 tickets are required. Thus, moreexpensive prizes can be won less often since they require greateramounts of prize credits to purchase. Expensive prizes such as a videogame, bicycle, etc., typically cannot be bought from prize credits wonat one game session (unless, e.g., a progressive bonus score is receivedor they are won as specific prizes), so players will have to save upprize credits for these prizes as discussed above. In the preferredembodiment, the prize costs listed in fields 486 are determined by theredemption system based on other information that the operator hasinput, such as actual cost and global payout. This is described ingreater detail subsequently. In addition, the operator may enter aparticular prize cost he or she wants to be associated with a prize, andother appropriate fields in prize table 480 are automatically adjustedby the redemption system, as discussed below.

Specific prize win ratio fields 488 list the individual prize ratios ofwinning the associated prizes as a specific prize or an "instant prize"during a game implemented by the game unit 10. In one embodiment, eachratio indicates that the particular specific prize will be won everyn^(th) game played on the game unit in which a specific prize goal wasmet, where n is the number listed in the fields 488. For example, if aspecific prize goal must be met to win a specific prize, then thespecific prize is awarded every n games in which the specific prize goalwas met. The specific prize goal may be met by skill of the playerduring a game (e.g., hitting a specific target or getting a certainscore), by random chance (e.g., a 10% chance each time a game is playedto win), or by a mixture of skill and chance.

Higher valued prizes are won less often than lower valued prizes. Forexample, a small pizza will be won every 120 games played, while a videogame console will be won every 4000 games. Since only one of thespecific prizes should be awarded each time a specific prize goal ismet, the system preferably examines each prize in turn, starting withthe most valuable prize in the specific prize list 482. For example,whenever a game is played on game unit 10, a game counter isincremented. When a player wins a specific prize after a specific prizegoal is achieved in a game, the video console prize is first checked,i.e., the system checks whether the current game is the 4000th game(where the goal was met) since the video game console was last awardedto a player on this game unit 10 (or the 4000th game since console wasawarded within the entire redemption system, i.e., among multiple gameunits 10). If so, the console is awarded. If not, the next most valuableprize in the table (e.g., the T-Shirt) is similarly checked. Thiscontinues until a prize in the table is selected. If none of the prizesare selected, then no prize can be awarded, or a default prize can beawarded as the specific prize; for example, in the described embodiment,10 prize credits (equivalent to the average number of prize creditsgiven out in a game) are awarded as a default prize. Alternatively, theratios can indicate that a particular specific prize will be won everyn^(th) game played, regardless of whether a specific prize goal was metin the games played.

Alternatively, the selection of a specific prize from the table 480 canbe based on random and/or statistical determination. For example, theindividual ratios 488 may indicate the chance of winning the particularlisted prize when a specific prize goal is met (the goal can be met byskill, chance, etc.). The game unit can start with the most valuableprize in the list as above and determine if that prize is to be awardedby generating a random number; for example, if a random number between 1and 4000 is "1", then the video game console has been won and no furtherprizes need be checked. If that prize has not been won, the next mostvaluable prize on the list is randomly checked, and so on until noprizes are left in the table to check, at which point a default prizecan be awarded, or no prize at all. Specific prize selection from atable of prizes is also described in co-pending parent application Ser.No. 08/628,490. In one embodiment, the random determination of whether aparticular prize is to be awarded is also modified by statisticalinformation to create a "best fit" of prizes awarded according to theoperator's desired odds; this is done to offset the sometimesundesirable results that purely random (or pseudo-random) determinationprovides. For example, every 8000 games, 2 video consoles are to beawarded. If it is randomly determined that a third video console is tobe awarded within, e.g., the 3000th game, then a different prize can beawarded so that the desired odds are better met. For example, the nextmost valuable prize in the list can be awarded instead of the videoconsole, as long as awarding the next prize would fit the desired oddsfor that prize.

Similar to the prize cost fields 486, the specific prize ratios 488 areautomatically determined by the redemption system based on otheroperator input such as actual cost 484 and the specific prize global winratio 492, as discussed below. Also, the operator can enter a desiredwin ratio 488 for a particular prize, and other appropriate fields inthe prize table 480 are automatically adjusted to take into account theentered ratio. These processes are discussed in greater detail below.

The prize credit global payout percentage 490 is a separate field ofprize table 480 that allows an operator to view and to change a globalpayout percentage based on all of the prizes in the prize list 482,their actual cost 484, and their purchase cost 486. The term "payout",as used herein, is intended to refer to any transfer of monetary valuegiven back to the player of the game apparatus or game system. Mostcommonly for redemption systems, payout is in the form of prizes, but itmay also be cash, unredeemed tickets, prize credits, etc. The overallpayout from a game during a time period should be subtracted from thetotal revenue of the game during that time period to determine how much(net) profit the game made. Net profit can be further determined bysubtracting any other costs accrued in providing the game from the grossprofit, such as rental or purchase fees of the game unit,maintenance/repair costs of the game unit, and other costs.

The prize payout percentage 490 indicates the payout of the game unit 10as a percentage of an operator's revenue from the game that the operatorwill pay back, on average, to players in the form of prize credits orprizes purchased using prize credits. For example, the 20% listed inFIG. 9a indicates that 20% of all base revenue from all of the gamesplayed on a particular game unit 10 will be paid back in the form ofprize credits and prizes selected from prize credit winnings. In linkedgame embodiments, the percentage 490 can indicate that 20% of therevenue of all the games played on all of the linked game units will bein the form of payout. In the preferred embodiment, this percentagenumber in field 490 is entered by the operator, and the redemptionsystem will automatically adjust the prize cost 486 to achieve thatvalue. The operator can also select the buttons 491 to adjust the valueby 1% increments. Alternatively, the operator can adjust the prizepurchase cost as described above, and the global payout percentage 490will be appropriately adjusted by the redemption system. This isdiscussed in greater detail below.

The specific prize global payout percentage 492 is a separate field ofprize table 480, similar to field 490. Specific prize global field 492allows an operator to view and to change a global payout percentage thatis based on all of the prizes and prize ratios in fields 488. The payoutpercentage 492 indicates the percentage of an operator's revenue fromthe games that the operator will pay back, on average, to players in theform of specific prizes based on the ratios in fields 488. In thepreferred embodiment, this percentage number in field 492 is entered bythe operator, and the redemption system will automatically adjust theratios 488 to achieve the percentage value. The operator can also selectthe buttons 494 to adjust the value by 1% increments. Alternatively, theoperator can adjust the ratios as described above, and the globalspecific prize payout percentage 492 will be appropriately adjusted bythe redemption system. This is discussed in greater detail below.

In the preferred embodiment, the operator is intended to enter desiredpayout percentages in fields 490 and 492. When these two percentages areadded together, the resulting percentage shows what total percentage ofrevenue that the operator will be paying back to players in total prizecredits and prizes. The operator can thus enter desired payoutpercentages to fit within his or her operating expenses and desiredprofitability of the game units 10. Since the redemption system willautomatically adjust prize costs and specific prize win ratios, theoperator need not be concerned with calculating his or her own prizecosts, as in previous redemption systems.

Referring back to FIG. 9, after the prize table has been displayed instep 452, the process continues to step 454, where the process checkswhether the operator has adjusted the prize name list 482 or actual costfields 484. If so, then in step 456, the global payout percentages 490and 492 and the fields 486 and 488 are adjusted according to therelationships described below based on any new actual cost valuesentered by the operator, and the process continues to step 478, wherethe process checks if the operator desired to exit the prize table. Ifnot, the process returns to step 454. If so, the process is complete at476.

If no adjustments are made in step 454, the process continues to step458, where it is checked whether the operator wishes to access thetournament setup table (the tournament setup table can also be accesseddirectly, without accessing prize table 480). If so, the processreceives input to any of the fields in the table in step 460 andmodifies the tournament characteristics accordingly. This table isdescribed with reference to FIG. 9b. The process then continues to step478.

If no tournament table is accessed, the process continues to step 462,in which the process checks if the operator has adjusted the prizeglobal payout in field 490. The operator can use a pointing device topoint to the field and then use a keyboard, or select buttons 491. Ifsuch an adjustment is made, the process continues to step 464, in whichthe prize cost 486 is adjusted, if necessary, to achieve the globalpayout entered by the operator.

The prize cost 486 is adjusted as follows. A prize cost is calculatedseparately for each prize listed in list 482. A prize actual cost, A,which is provided by the operator, is divided by the global payoutpercentage entered by the operator, P, where

    R=A/P                                                      (1)

The resulting value R represents the amount of revenue required toachieve the desired payout percentage. For example, a candy bar coststhe operator $0.30. To achieve a 20% payout on each candy bar, theoperator must take in 0.30/0.20=$1.50 on the game unit for each candybar prize thus awarded.

Once the required revenue R is determined for a particular prize, thenthe average number of prize credits or tickets T that are known to beawarded per game is determined (average ticket payout). It is possiblefor the game's manufacturer to adjust game difficulty so that, onaverage, a predetermined number of prize credits will be awarded foreach game played. For example, games often have a payout about 8-12tickets game, averaging to about 10 per game. The difficulty and thusthe average prize credits awarded per game can be adjusted using avariety of techniques that depend on the type of game being played. Forexample, in an action game the speed of controlled objects, response ofinput devices, etc., can be adjusted so that most players don't receivea score higher than a particular value. In card games, the frequenciesof winning combinations of cards can be adjusted. In quiz games, thedifficulty of the questions at various times during the game can beadjusted so that average players will typically win a certain number ofprize credits per game. Durations of games which have a fixed durationcan also be adjusted to achieve an average payout level of prizecredits.

After the game unit 10 has been in use for some time, the average numberof prize credits awarded per game, T, need not be estimated, but can beexactly determined and continually readjusted by monitoring each gameplayed on the unit 10, recording the number of prize credits awarded foreach game, and then averaging over all the played games to obtain aprecise prize credit payout average. Previous game data can be stored ina storage device local to the game unit 10 or on a separate medium or aremote apparatus such as server 108. Thus, if it were found that theaverage game on a game unit 10 were actually paying out 12 prize creditsinstead of the initially estimated 10 prize credits, the prize costscould be adjusted accordingly with the present calculation method. Thisprovides the operator with current, accurate information about how muchprizes should cost in prize credits in order for the game unit toachieve a desired profitability. By having the redemption system of thepresent invention incorporated into game unit 10, this type of precisedata gathering on actual ticket payout percentages is possible, thusallowing prize costs to be accurately adjusted.

Preferably, one average ticket payout level T is calculated for allgames offered by game unit 10. Alternatively, each game offered by gameunit 10 can have its own T value tracked by the redemption system. Forexample, an action game might only award an average of 8 prize creditsper game, but a quiz game might award an average of 14 prize credits pergame. A separate T value can be tracked and the prize costs can beadjusted in view of the particular game that was played by the player,e.g., if a game awarding a large average number of prize credits wereplayed, the prize costs might be slightly higher for prizes than forgames having a low average number of prize credits awarded.

Once the average number of prize credits T awarded per game is known,this value can be converted to a value V using the cost per game C,where

    V=T/C                                                      (2)

For example, if the average number of prize credits awarded per game isT=10, and each game costs the player $0.25 (C=0.25), then 10 / 0.25=40prize credits are awarded for each dollar inserted by the player intothe game unit. V can be multiplied by the required revenue R to achievethe prize cost (PC) 486, such that

    PC=R*V                                                     (3)

In the example above, a required revenue R was determined to be $1.50.Thus, the desired prize cost PC required to achieve the desired revenueR is $1.50*40=60=PC. Thus, a player must pay 60 prize credits from hisor her credit account in order to receive a candy bar prize. Other prizecost results for other prizes using these example numbers and knownactual costs are shown in FIG. 9a.

Combining the above relationships (1), (2) and (3) yields a succinctequation:

    PC=(A*T) /(C*P)                                            (4)

Once the prize costs 486 have been adjusted in step 464, the processcontinues to step 478.

In step 466, the process checks whether the operator has adjusted thespecific prize global payout percentage 492. If not, the processcontinues to step 462. If so, step 468 is implemented. In step 468, theindividual specific prize win ratios 488 are adjusted to achieve thedesired global percentage 492 input by the operator.

The individual ratios 488 are adjusted as follows. A formula can be usedto determine the individual ratios, as shown:

    B=M*A                                                      (5)

where the B is the number that follows the "1 in" in the individualratios 488 (e.g., "1 in 18", B=18), M is a multiplier, and A is theactual cost of the particular prize as shown in fields 484. Themultiplier M can be determined by another relationship:

    M=(N*H)/(P*C)                                              (6)

where N is the number of specific prizes in the list 482, P is theglobal payout percentage entered in field 492, C is the cost per game onthe game unit, and H is the hit ratio for specific prize goals on thegame unit. The "hit ratio" is the fraction of games played, on average,in which a specific prize goal is met and thus a specific prize is won.The hit ratio can be an average chance that an independent skilled taskwill be completed by the player and a specific prize won; alternatively,if no skilled task need be completed to win a specific prize, then thehit ratio can be the random or statistical chance that a specific prizeis awarded during a game. Initially, the hit ratio is determined by thegame developer, since the game developer can adjust the difficulty ofthe specific prize goal so that a "hit" occurs after a predeterminedaverage number of games similarly to adjusting average awarded prizecredits.

An estimated hit ratio as determined, for example, by the game developeris initially used in the above calculation of equation (6). Inembodiments having skilled specific prize goals, once the game unit 10has been played one or more times by actual players (e.g., after 100times), the system can automatically adjust the hit ratio to the actualwin frequency determined from the players'use of the game unit 10 by,for example, storing the number of games played and the number of timesthe specific prize goal was hit. This is similar to the determination ofaverage awarded prize credits T in step 456 above. For example, if it isdetermined that the specific prize goal was hit 11 times over 100 games,then the hit ratio is more accurately provided as 11% rather than the10% initially estimated. This actual hit ratio would then be used in thecalculation of equation (6).

As an example, the operator enters a specific prize global payoutpercentage P of 10%. The number of specific prizes N in table 480 is 10,the cost per game is $0.25, and the hit ratio is 10%. The multiplier Mof equation (6) is thus determined as (10*0.1)/(0.1*0.25)=40. Thus, fora small pizza having an actual cost of $3.00, B=40*3.00=120. Thus, theindividual ratio 488 for the small pizza would be 1 in 120. A ratio fora larger prize such as the video game console (A $100) would be 1 in(40*100)=1 in 4000.

In the preferred embodiment, each offered game is normalized to thedesired specific prize ratios based on the frequency of playersachieving the specific prize goal. The redemption system may perform thenormalization by applying separate hit ratios for each game offered ongame unit 10. For example, some games may have much different hit ratiosthan other games depending on the nature of the game action, randomness,etc. and the difficulty of the specific prize goal. The hit ratio for aspecific prize should thus reflect the difficulty in achieving aspecific prize goal for a particular game. In a game unit system, allthe types of games offered by all linked game units in the system canhave a unique hit ratio used for determining an individual ratio 488.

A "base" hit ratio can be determined for one of the games offered ongame unit 10. The ratios stored in fields 488 of the prize table 480 canbe determined based on this base hit ratio. In addition, in thedescribed embodiment, a "normalization factor" can be stored and usedfor each game offered by the game unit 10 (or for each game within theredemption system or offered all linked game units). The normalizationfactor indicates how much an individual ratio 488 should be adjustedbased on the particular game played. For example, see Table 1.

                  TABLE 1                                                         ______________________________________                                        GAME        NORMALIZATION FACTOR                                              ______________________________________                                        Scud Attack 1                                                                 Solitaire   2                                                                 Quiz        0.5                                                               Fun 21      0.33                                                              ______________________________________                                    

When a specific prize goal is met by a player and the system determinesthe specific prize (e.g., step 338 of FIG. 6), the game unit 10 (orserver) multiplies the ratios 488 in the prize table by thenormalization factor for the game played. Thus, if the played game has ahit ratio equal to one-half the base hit ratio (i.e., normalizationfactor=0.5), such as the "Quiz" game in Table 1, then the ratios 488 aremultiplied by 0.5 before the specific prize is determined. However, whena game having a hit ratio equal to the base hit ratio is played, theratios 488 need not be adjusted.

The base hit ratio and normalization factors can be estimated initially.After a number of games have been played on a game unit 10, thenormalization factor for each game can be based on the actual hit ratiodetermined for each game. The redemption system separately keeps trackof actual hit ratios for each game offered on game unit 10 by recordingthe number of games (for each type of game) and the amount of specificprize goals met.

In some embodiments, specific prize ratios 488 are only displayed to anoperator in prize table 480. In other embodiments, the ratios 488 can beshown to players so that they can determine the odds of winningavailable prizes. After determining individual ratios 488, the processcontinues to step 478.

In step 470, the process checks if the operator has adjusted the prizecost field 486 of any of the listed prizes. Operators having moreadvanced knowledge of offered prizes and desired prize costs are thusable to affect the profitability of the game apparatus to a fine degree.An operator may want to reduce an individual prize cost to cause thatprize to be selected more often by players, thus serving topromote/advertise a prize or brand name, or reduce excess inventory ofthat prize. Similarly, an operator may want to increase a prize cost tocause that prize to be selected less frequently by players than otherprizes. If no adjustment to prize costs is made, the process continuesto step 474. If adjustment is made, then in step 472, the global payout490 of the prizes is adjusted in accordance with the operator-changedprize costs. In performing this step, the same mathematicalrelationships can be used as described above for step 464, except thatthe global payout percentage P is solved for. For purposes of this step,each prize in the table can be considered to have its own payoutpercentage. Thus, payout percentage P is calculated for those prizesthat the operator changed the prize cost, and the unchanged prizes areassumed to have the old payout percentage. An average global payoutpercentage can then be obtained by adding all the individual payoutpercentages and dividing by the number of prizes. This average payoutpercentage would then be displayed in field 490 of the prize table. Theprocess then continues to step 478.

For example, in table 480 of FIG. 9a, the operator changes Video GameConsol prize to cost 10,000 prize credits instead of 20,000. Anindividual payout percentage for the video game console is calculated,using the relationships of step 464, to be P=40%. The unchanged prizeseach have a payout P=20%, so that the averaged payout percentage wouldbe (9*20%+40%) /10=22%, which would be displayed in field 490 as theglobal payout percentage. This averaged payout percentage determinedafter an operator has changed prize costs is not as accurate as theprize cost-payout percentage relation obtained in step 464, especiallyif players choose the prize having the changed cost more or less oftenthan other prizes. However, the averaged percentage provides theoperator with an estimate of payout that is accurate enough for mostpurposes.

In step 474, the process checks if the operator has adjusted theindividual specific prize ratios 488. Similarly to the prize costs ofstep 472, the operator may change individual specific prize win ratiosto exert a greater degree of control over a game's or a prize's payoutand profitability. If such a change is made, then in step 476, theprocess adjusts the specific prize global payout percentage 492accordingly.

In the described embodiment, the specific prize global payout isadjusted as follows. The relationships of step 468 can be arranged tosolve for an individual payout P when the ratio B is changed for aparticular prize. When P is solved in such a fashion, the number ofprizes N is equal to 1 in Equation (6) since an "individual" payout isbeing calculated only for the changed prize. Once the individual payoutP is known for the changed prize, it is summed with the individualpayouts for the other prizes in table 480 to achieve the global winpayout percentage 492. For example, using the table 480 of FIG. 9a, ifthe operator changes the individual win ratio of the T-Shirt from 1 in160 to 1 in 100, then the individual payout P for the T-Shirt would be(N*H*A)/(B*C)=(1* 0.1*4.00)/(100*0.25)=0.016has an individual payout ofP=1% (which can be determined by dividing the global percentage 492 bythe number of prizes N, or by using the relationships of step 468).Thus, the new specific prize global payout percentage is equal to9*1%+1.6%=10.6%, which is displayed in field 492. The process thencontinues to step 478.

If no operator adjustment is made to the ratios 488, or after step 476,the process continues to step 478, where it is checked if the prizetable is exited. If not, the process returns to step 454, and if so, theprocess is complete at 480.

It should be noted that, in the foregoing explanation, the process hasbeen described as if the checking steps 454, 458, 462, 466, 470, 474,and 478 are serially executed. However, as will be appreciated by thoseskilled in the art, in practice such a serial checking method is notspecifically required. Rather, in practice, the various describedchecking steps can be simultaneously checking for the describedconditions, and functions (e.g., steps 456, 460, 464, 468, 472, and 476)can be call routines which are executed when called.

In the described embodiment, the prizes in list 482 are eligible to beawarded both as credit prizes and as specific prizes during or after agame played on the game unit 10. In the preferred embodiment, theoperator may also choose particular prizes to be unavailable as creditprize and/or to be unavailable as a specific prize. In the describedembodiment, the operator inputs a flag, such as "0", "NA", or othersymbol, in the fields associated with those prizes which the operatorwishes to make unavailable. For example, if the operator does not wishto allow players to buy a T-Shirt prize with prize credits on the prizeselection screen of FIG. 6b, the operator can put an "NA" (NotAvailable) symbol or characters in the field 486 corresponding to theT-Shirt. Similarly, if the operator does not wish the T-shirt to beavailable as a specific prize during any game, then the operator enters"NA" in the field 488 corresponding to that prize. Alternatively,separate lists 482 of prizes can be provided for credit prizes and forspecific prizes.

In an alternative embodiment, prize table 480 can receive input fromservers or other computers, operators, or prize distributors (such as a"national prize center") at remote sites or nodes over a network orother communication device instead of a single operator. This receivedinformation can include the prize list 482, actual cost 484, and/or anyother information in prize table 480. For example, the list of prizes482 can be sent periodically as a "prize catalog" from a prizedistributor or supplier which offers an up-to-date listing of allavailable prizes and thus reflects the current prize inventory of theprize distributor. After receiving the list of prizes, the operatorcould then enter the desired global payout percentages 490 and 492; or,this payout information can be received from a central location as well,such as a franchise headquarters. Information in prize table 480 can bestored locally, or by the central location and be downloaded whenneeded. After the player selects a prize from the prize selection menu,the selection information can be sent to the prize distributor over thenetwork, and the player can be mailed his or her selected prize from theprize supplier. This may be more convenient for operators, especiallywhen large prizes such as bicycles are won by players. If the prize ismailed, the prize supplier would typically require an address of theplayer where the selected prize can be sent to. The player can manuallyenter the requested address information in game unit 10 using an inputdevice, or the address information might automatically be entered whenthe player provided monetary input to game apparatus 50 through the useof a credit or debit card or similar electronic identification.Alternatively, the prize can be mailed to the gaming environment, wherethe player can pick up the prize from the operator.

Such a system of receiving the list of prizes and other information froma remote source also is suitable for redemption systems having multiplelinked games, such as the embodiments of FIGS. 3 and 4. The same prizelist can be provided to all games in the redemption system from acentral prize database stored on a server or other storage device, thusproviding uniformity of the types of prizes offered to games in a gamingenvironment or over a larger region.

In alternate embodiments, each type of game offered on game unit 10 canbe associated with its own distinct prize table 480, having its owndesired level of payout and profitability, its own list of availableprizes, etc.

The ability of the operator to change the prizes available to be won ona game apparatus in the present invention provide the operator with agreat deal of flexibility in offering and coordinating a redemptionsystem, which can be tailored to a specific type of location. Forexample, an operator can provide a different set of available prizes foreach different type of offered game or game apparatus in one location orat different locations. Thus, a player of a card type game oriented foradults might be able to select from prizes including a deck of cards,cash, an alcoholic drink, or other related prizes, while a player of agame oriented for children might be able to select from prizes includingtoys, candy, or stuffed animals. Furthermore, the operator can designateparticular game apparatuses in a gaming environment as "special" gamesthat offer a specialized prize list having prizes of greater value, moreselection, etc. that are different from other prizes available fromother games at the gaming environment. This type of wide-ranging anddiffering prize availability on different games and game units in asingle game environment would be far too time-consuming and complex toimplement using traditional redemption systems.

FIG. 9b is a diagram showing a tournament setup table 490 for enteringtournament characteristics by the operator, prize distributor, or othersource. Table 490 includes a column 492 of the available games on thegame unit 10 or in the redemption system. For each of these games, thereare several characteristics listed fields in table 490 which arereceptive to operator input and adjustment. Tournament On/Off field 494allows the operator to provide a tournament option for designated games,and to turn "off" the tournament for specified games when desired. Somegames may not ever be suitable or desired for tournament play, and canhave a "not available" selection. Games required field 496 indicates thenumber of non-tournament game credits which the player is required toinsert before being eligible for a tournament for that game. Forexample, after three game credits are inserted, the player has theoption to participate in a "Scud Attack" tournament (if offered). Theoperator can provide a zero value in field 496, if desired to allowplayers to participate in tournaments at will. Cost per game field 498indicates the number of coins (or cents, dollars, game credits, etc.)that each game normally costs to play.

Percentage field 500 indicates the percentage of income from the playerto the game unit 10 will be used as a contribution to the tournamentprize. In effect, this is a "payout" percentage similar to thepercentages 490 and 492 of prize table 480 showing how much of therevenue of a tournament is paid back to players, and thus allows andoperator to designate a desired level of payout and profitability of thetournaments (the seed money in field 502 should also be added to thepayout value to determine total payout). In the described embodiment,this percentage is the amount of cash that is contributed to thetournament prize, where the tournament prize is cash. In otherembodiments, the tournament prize can be prize credits, specific prizes,or other prizes having a value, where the value of the tournament prizedepends on percentage value 500.

Seed money field 502 provides the operator with a starting value of thetournament prize and may be adjusted as desired. Thus, if only a fewplayers participate in a tournament and thus few contributions are madeto the tournament prize, there will still be some incentive to win sincethe player can win the seed tournament prize. Place percentage fields504 allow the operator to designate how the value of the tournamentprize is to be divided up among the top players in the tournament. Theoperator can designate the percentage of the prize going to the firstplace winner, second place winner, etc. Additional place winners past5th place can also be designated, if desired.

Start date field 506, start time field 508, end date field 510, and endtime field 512 indicate when the designated tournaments will be held.The operator can designate particular time periods for tournaments; whenthe end date and time have expired, no further players can participatein the tournament and the tournament prize is divided up among the topplayers. In other embodiments, additional description fields can beprovided to allow the operator to designate holiday periods, sportsseasons, a certain time period of every day, month, or year, or otherperiods that cannot be conveniently specified in a single time range.Repeat tournament field 514 allows the operator to select whether aparticular game's tournament will be automatically repeated once theprevious tournament has ended. Alternate fields might also be providedto designate further conditions concerning when or how tournaments willrepeat.

Of course, additional fields can be provided in tournament table 490 toallow the operator to designate further characteristics of tournaments,such as additional conditions to cause a tournament to conclude (asdiscussed above in FIG. 7), participation based on predefinedcharacteristics (age, member of a group or club, "preferred customer"status, whether they have achieved a "tournament goal" in a game, etc.),providing various skill levels or handicaps, and providing specialtournaments with different prizes and conditions. As for the prize table480, some or all of the fields can be manually input by the operator, orremotely input by operators, a linked server, or other source.

The tournament table 490 allows the operator further control indetermining available prizes, options, and profitability of theredemption system of the present invention. Furthermore, the ease of useof the tournament table 490 allows the operator to spend a minimalamount of time defining desired tournament characteristics andprofitability.

While this invention has been described in terms of several embodiments,it is contemplated that alterations, permutations, and equivalentsthereof will become apparent to those skilled in the art upon a readingof the specification and study of the drawings. For example, many typesof games can be provided for use with the disclosed redemption system.The redemption system can be implemented on a single game unit or amongmultiple connected game units, with or without use of a server. Variousgoals can be attempted by players in a game to win prize credits,specific prizes, or tournament prizes. The provision of prizes toplayers can be achieved in many ways, including specific prize ticketsor coupons, sending a prize to a player, or electronically indicating toan operator the prizes won and/or selected by a player. It is thereforeintended that the following claims include all such alterations,permutations, and equivalents as fall within the spirit and scope of thepresent invention.

What is claimed is:
 1. A method for providing a prize redemption systemfor a game apparatus, said prize redemption system being customizable byan operator, said method comprising:receiving a prize list on a gameapparatus, said prize list including names of a plurality of prizesavailable to be won by playing said game apparatus, wherein said gameapparatus receives monetary income from players in exchange for use ofsaid game apparatus, and wherein said players may win prize credits byplaying said game apparatus; receiving a cost of each of said prizes onsaid game apparatus; and determining on said game apparatus a prize costto be associated with each of said plurality of prizes, said prize costbeing in terms of prize credits and determined in view of a desiredprofitability of said game apparatus, and wherein a player of said gameapparatus may select one of said prizes by exchanging a number of prizecredits equal to said prize cost of said selected prize.
 2. A method asrecited in claim 1 further comprising receiving a global payoutpercentage on said game apparatus, said global payout percentageindicating a percentage of said monetary income earned by said gameapparatus that is to be used in providing said prizes to said players,and wherein said prize cost is determined such that said payoutpercentage may be approximately achieved.
 3. A method as recited inclaim 2 wherein said prize cost is determined using an average number ofprize credits awarded per game played on said game apparatus, whereinsaid average number of prize credits awarded per game is determined byrecording and averaging prize credits won by players over multiple gamesplayed on said game apparatus.
 4. A method as recited in 3 wherein saidprize costs be manually adjusted by said operator, such that said globalpayout percentage is adjusted by said redemption system based on saidmanual adjustments.
 5. A method as recited in claim 2 wherein said gameapparatus offers specific prizes to players when a specific prize goalis met, and further comprising receiving a global specific prize winpercentage on said game apparatus, said global win percentage indicatinga percentage of said monetary income earned by said game apparatus thatis to be used in providing said specific prizes to said players.
 6. Amethod as recited in claim 5 further comprising determining on said gameapparatus a specific prize individual ratio associated with each of saidprizes, said individual ratio how frequently said associated prize is tobe awarded as a specific prize when said specific prize goal is met. 7.A method as recited in claim 6 wherein more valuable prizes in saidprize table are first checked when awarding said specific prize.
 8. Amethod as recited in claim 6 wherein said specific prize individualratio is modified by a normalization factor based on a frequency ofplayers achieving said specific prize goal.
 9. A method as recited inclaim 8 wherein said specific prize individual ratio is determined usinga hit ratio describing how many times, on average, a specific prize iswon on said game apparatus, wherein said hit ratio is determined byrecording and averaging occurrences of players winning specific prizesover multiple games on said game apparatus.
 10. A method as recited inclaim 5 wherein said prize list, said cost of each of said prizes, saidpayout percentage, said win percentage, said prize cost, and saidspecific prize individual ratios are displayed on a display screen ofsaid game apparatus.
 11. A method as recited in claim 2 wherein saidprize costs may be manually adjusted by said operator, such that saidglobal payout percentage is adjusted by said redemption system based onsaid manual adjustments, and wherein said global payout percentage isadjusted by determining an individual payout percentage for each of saidprizes and averaging said individual payout percentages to determinesaid adjusted global payout percentage.
 12. A method as recited in claim1 further comprising displaying advertising information on said gameapparatus, said advertising information portraying a brand or a producthaving said brand, wherein a prize having said brand is displayed on aprize selection screen displayed by said game apparatus and may beselected as a prize by said player when said player exchanges a numberof prize credits equal to a prize cost of said prize having said brand.13. A method as recited in claim 12 wherein said prize having said brandis a discount on a price of said advertised product when purchasing saidadvertised product, wherein said prize is provided to said player as acoupon indicating said price discount.
 14. A method as recited in claim1 wherein said game apparatus is a bar top game provided at a bar,tavern, or restaurant environment an electromechanical game provided atan arcade environment, or a computer device provided at a home of aplayer.
 15. A method for providing a prize redemption system for a gameapparatus, said prize redemption system being customizable by anoperator, the method comprising:displaying a prize table on a display ofsaid game apparatus; receiving prize input from said operator which isstored on a storage medium of said game apparatus and displayed in saidprize table, said prize input describing a plurality of prizes that areto be available in said redemption system to players of said gameapparatus, wherein said game apparatus receives monetary income fromplayers in exchange for use of said game apparatus; receiving payoutinput from said operator which is stored on said storage medium, saidpayout input indicating a desired amount of payout that said operatorwishes to provide back to players of said game apparatus in terms of amonetary value of said plurality of prizes; determining a prize cost foreach of said plurality of prizes in terms of said prize credits winnableby playing a game on said game apparatus, wherein said prize cost isdetermined in accordance with said desired amount of payout and isstored in said storage medium; receiving monetary input from a player onsaid game apparatus; implementing a game process and receiving inputfrom said player during said game process, wherein said player isprovided with a game score based on an outcome of said game process,wherein said player is provided with a number of prize credits based onsaid game score; displaying a prize selection screen on said display,said prize selection screen portraying a plurality of prizes and a prizecost for each of said prizes; receiving a selection from said playerselecting at least one of said prizes, wherein said selected prize has aprize cost less than or equal to said number of prize credits providedto said player; and dispensing a physical indication of said selectedprize to said player, wherein said player is able to redeem at least oneof said prizes with said dispensed indication.
 16. A method as recitedin claim 15 wherein said prize table is downloaded from a remote servercoupled to said game apparatus.
 17. A method as recited in claim 16wherein said remote server is coupled to said game apparatus using alocal area network or a wide area network.
 18. A method as recited inclaim 15 further comprising a step of displaying advertising informationon said game apparatus, said advertising information portraying a brandor a product having said brand, wherein a prize having said brand isdisplayed on said prize selection screen and may be selected as a prizeby said player.
 19. A method as recited in claim 18 wherein said prizehaving said brand is a discount on a price of said advertised productwhen purchasing said advertised product, wherein said dispensed physicalindication is a coupon indicating said price discount.
 20. A method asrecited in claim 15 wherein said selected prize includes an exchange ofsaid prize credits for game credits so that said player may playadditional games on said game apparatus.
 21. A game apparatus providinga prize redemption system, the game apparatus comprising:a gameprocessor for controlling a game on said game apparatus, said gameproviding a number of prize credits to a player in connection with saidplayer playing said game; receiving means for receiving monetary inputfrom said player, said receiving means being coupled to said gameprocessor; an input device coupled to said game processor and providingcommands to said game from said player; an output display device coupledto said game processor for providing visual feedback for said game;means for providing a prize selection menu on said display device, saidprize selection menu presenting a plurality of prizes, each of saidprizes having a prize credit cost which has been determined inaccordance with a desired payout value of an operator of said gameapparatus, wherein said player selects one of said prizes using saidinput device, said selected prize having a prize credit cost less thanor equal to said prize credits awarded to said player; and a prizeoutput device coupled to said game processor for outputting anindication of said selected prize to said player such that said playermay use said indication to redeem said selected prize.
 22. A gameapparatus as recited in claim 21 wherein said game is a game of skill.23. A game apparatus as recited in claim 22 further comprising means forproviding a specific prize goal during said game of skill played on saidgame apparatus, wherein at least one of said plurality of prizes isautomatically won as a specific prize by said player when said specificprize goal is achieved by said player using skill.
 24. A game apparatusas recited in claim 21 wherein said desired payout value of saidoperator is a percentage of all monetary input received by said gameapparatus that said operator desires to give back to said players interms of prizes.
 25. A game apparatus as recited in claim 24 whereinsaid prize credits are determined based on a game score resulting fromsaid game.
 26. A game apparatus as recited in claim 24 furthercomprising means for selecting a prize credit game for receiving saidprize credits based on said game score, and means for selecting atournament game for competing in a tournament with other players of saidgame apparatus for a tournament prize.
 27. A game apparatus as recitedin claim 24 wherein said prize output device is a dispenser capable ofdispensing a specific prize ticket portraying said prize selected bysaid player.
 28. A game apparatus as recited in claim 24 wherein saidprize output device writes electronic data on a storage medium that saidplayer may remove from said game apparatus, said electronic dataindicating said selected prize.
 29. A game apparatus as recited in claim24 further comprising a universal ticket dispenser for dispensing aplurality of universal tickets equal to said number of prize credits.30. A game apparatus as recited in claim 21 wherein said game apparatusis provided in a bar or a restaurant gaming environment.
 31. A gameapparatus as recited in claim 21 wherein said receiving means includes acoin slot.
 32. A game apparatus as recited in claim 21 wherein said gameapparatus is included in a networked game system having a plurality ofsaid game apparatuses and a server, and wherein said game apparatusesand server are linked using a local area network or a wide area network.33. A game apparatus as recited in claim 21 wherein said game apparatusis included in a networked game system including a plurality of saidgame apparatuses and a server, and wherein said game apparatuses andserver are linked using a network, wherein said prize credit costs ofsaid selectable prizes are stored on said server and are provided tosaid game apparatuses over said network.
 34. A method for providing atournament game on a game apparatus, the method comprising:(a) providinga tournament game for a player on said game apparatus; (b) receivingmonetary input from a player to allow said player to participate in saidtournament by playing said tournament game; (c) contributing at least aportion of said monetary input towards a tournament prize; (d)implementing said tournament game, including receiving input from saidplayer during said tournament game, and providing a game score based onan outcome of said tournament game; (e) repeating steps (a) through (d)until said tournament is determined to have concluded; and (f) providingsaid tournament prize to one or more winning players selected fromparticipants of said tournament.
 35. A method as recited in claim 34wherein said providing a tournament game includes offering a player achoice to participate in said tournament or to play a game on said gameapparatus and not participate in said tournament.
 36. A method asrecited in claim 34 wherein said player is allowed to participate insaid tournament only after playing a predetermined number ofnon-tournament games on said game apparatus.
 37. A method as recited inclaim 34 wherein said tournament prize is in a form of prize creditsawarded to said winning players, wherein a prize can be selected by awinning player using said prize credits.
 38. A method as recited inclaim 34 wherein said prize is selected by said winning player using amenu presented on said game apparatus.
 39. A method as recited in claim34 wherein said tournament prize is cash, and wherein said at least aportion of said monetary input is directly added to said tournamentprize.
 40. A method as recited in claim 39 wherein said tournament prizeincludes a seed monetary value to which said contributed portions ofmonetary input are added.
 41. A method as recited in claim 39 whereinsaid tournament is determined to have concluded after a predeterminedtime period has elapsed.
 42. A method as recited in claim 39 whereinsaid winning players are selected as a predetermined number ofparticipants in said tournament who have achieved the highest gamescores in said tournament.
 43. A method as recited in claim 34 wherein aplurality of tournament games are provided on said game apparatus, andwherein said player can select a particular tournament game in which toparticipate.
 44. A method as recited in claim 34 further comprising aplurality of said game apparatuses linked together such that players ofany of said linked game apparatuses may participate in said tournamentby playing a tournament game on any of said linked game apparatuses. 45.A method as recited in claim 34 wherein said prize is selected by saidwinning player using a prize selection menu presented on said gameapparatus displaying a plurality of available prizes, wherein saidtournament prize includes a plurality of prize credits usable to redeemat least one of said prizes in said prize selection menu.
 46. A methodas recited in claim 45 wherein said at least a portion of said monetaryinput contributed toward said tournament prize has a value in prizecredits that is added to said tournament prize, and wherein a specificprize ticket is dispensed from said game apparatus, said specific prizeticket being redeemable for said prize selected by said winning playerfrom said prize selection menu.
 47. A method for providing a prizeredemption system for a game apparatus, said prize redemption systembeing customizable by an operator, said method comprising:displaying aprize table on a display; receiving prize input which is stored on astorage medium and displayed in said prize table, said prize inputcharacterizing a plurality of prizes that are to be available in saidredemption system to players of said game apparatus, wherein said prizeinput includes monetary costs of said prizes, and wherein said gameapparatus receives monetary income from players in exchange for allowinguse of said game apparatus; receiving payout input from said operatorwhich is stored on said storage medium, said payout input indicating adesired amount of payout that said operator wishes to provide back tosaid players of said game apparatus in terms of a monetary value of saidplurality of prizes, wherein said payout input includes a global payoutpercentage value indicating a desired percentage of said monetary incomeearned by said game apparatus that said operator wishes to provide backto players in the form of said prizes; and automatically determiningprize information for each of said plurality of prizes, said prizeinformation determining how frequently said prizes are to be won byplayers of said game apparatus, wherein said prize information isdetermined in accordance with said desired amount of payout and isstored on said storage medium, said prize information including a prizecost for each of said plurality of prizes in terms of prize creditswinnable by players playing a game on said game apparatus, wherein saidprize cost is determined in accordance with said desired amount ofpayout and is stored on said storage medium, said prize costs beingdetermined using an average number of prize credits awarded per gameplayed on said game apparatus, wherein said average number of prizecredits awarded per game is determined by recording and averaging prizecredits won by players over multiple games played on said gameapparatus.
 48. A method as recited in claim 47 wherein said prizeinformation is displayed in said prize table.
 49. A method as recited inclaim 47 wherein said prize input is received manually from saidoperator.
 50. A method as recited in claim 47 wherein said prize tableis displayed by a computer apparatus which includes said storage medium,and wherein said prize input is received from a remote apparatus linkedto said computer apparatus.
 51. A method as recited in claim 47 whereinsaid display is included in said game apparatus such that said prizetable is displayed on said game apparatus, and wherein said storagemedium is included as a storage device in said game apparatus.
 52. Amethod as recited in claim 47 wherein said prize input includes text orpictorial information describing said prizes.
 53. A method as recited inclaim 47 wherein said operator may manually adjust said prizeinformation to provide a desired amount of said payout.
 54. A method asrecited in claim 47 wherein said plurality of prizes from said prizetable are provided to said game apparatus to be displayed to saidplayers as a menu by said game apparatus, said menu allowing saidplayers to select a prize from said menu after winning at least oneprize credit by playing a game on said game apparatus.
 55. A method asrecited in claim 54 wherein said selected prize is provided to saidplayer by dispensing a specific prize ticket describing said selectedprize and which is redeemable for said prize.
 56. A method as recited inclaim 54 wherein said game apparatus is included in a system comprisinga plurality of game apparatuses coupled together such that players ofsaid plurality of game apparatuses may all choose prizes from a prizedatabase communicated to said plurality of game apparatuses.
 57. Amethod as recited in claim 47 wherein said game apparatus provides aspecific prize goal during said game that may be achieved by skill ofsaid player, and wherein if said specific prize goal is achieved, saidplayer receives a specific prize.
 58. A method as recited in claim 47wherein said game apparatus is a bar top game provided at a bar, tavern,or restaurant environment, an electromechanical game provided at anarcade environment, or a computer device provided at a home of a player.59. A method for providing a prize redemption system for a gameapparatus, said prize redemption system being customizable by anoperator, said method comprising:displaying a prize table on a display;receiving prize input which is stored on a storage medium and displayedin said prize table, said prize input characterizing a plurality ofprizes that are to be available in said redemption system to players ofsaid game apparatus, wherein said prize input includes monetary costs ofsaid prizes, and wherein said game apparatus receives monetary incomefrom players in exchange for allowing use of said game apparatus;receiving payout input from said operator which is stored on saidstorage medium, said payout input indicating a desired amount of payoutthat said operator wishes to provide back to said players of said gameapparatus in terms of a monetary value of said plurality of prizes; andautomatically determining prize information for each of said pluralityof prizes, said prize information determining how frequently said prizesare to be won by players of said game apparatus, wherein said prizeinformation is determined in accordance with said desired amount ofpayout and is stored on said storage medium, and wherein each of saidprizes can be won as a specific prize on said game apparatus, said prizeinformation including a win ratio for each of said plurality of prizesin terms of how many times said particular prize is won as a specificprize on said game apparatus, wherein said win ratio is determined inaccordance with said desired amount of payout and is stored on saidstorage medium.
 60. A method as recited in claim 59 wherein a prize iswon as a specific prize when a player achieves a specific prize goal onsaid game apparatus, said specific prize goal being achieved by skill ofsaid player.
 61. A method as recited in claim 59 wherein a prize is wonas a specific prize when a specific prize goal is achieved on said gameapparatus, said specific prize goal being achieved by random chance. 62.A method as recited in claim 59 wherein said payout input includes aglobal win percentage value indicating a desired percentage of saidmonetary income earned by said game apparatus that said operator wishesto provide back to players in the form of said specific prizes.
 63. Amethod as recited in claim 59 wherein a specific prize is randomlyselected from a plurality of available specific prizes when saidspecific prize goal is achieved by said player.
 64. A method as recitedin claim 63 wherein said random selection of said specific prize ismodified according to statistical information such that said win ratiosof awarding said specific prizes are approximately fulfilled.
 65. Amethod as recited in claim 59 wherein said plurality of prizes from saidprize table are provided to said game apparatus to be displayed to saidplayers as a menu by said game apparatus, said menu allowing saidplayers to select a prize from said menu after winning at least oneprize credit by playing a game on said game apparatus.
 66. A method asrecited in claim 65 wherein said prize information includes a prize costfor each of said plurality of prizes in terms of prize credits winnableby players playing a game on said game apparatus, wherein said prizecost is determined in accordance with a desired amount of global prizepayout and is stored on said storage medium.
 67. A method as recited inclaim 66 wherein said player may achieve a progressive goal using skillin said game, such that if said progressive goal is achieved,progressive bonus prize credits are awarded to said player, saidprogressive bonus credits being contributed to by multiple players ofsaid game apparatus.
 68. A method as recited in claim 65 wherein saidpayout input includes a global payout percentage value indicating adesired percentage of said monetary income earned by said game apparatusthat said operator wishes to provide back to players in the form of saidselectable prizes.
 69. A method as recited in claim 65 wherein saidprize costs are determined using an average number of prize creditsawarded per game played on said game apparatus, wherein said averagenumber of prize credits awarded per game is determined by recording andaveraging prize credits won by players over multiple games played onsaid game apparatus.
 70. A method as recited in claim 65 wherein saidselected prize is provided to said player by dispensing a specific prizeticket describing said selected prize and which is redeemable for saidprize.
 71. A method as recited in claim 59 wherein said game apparatusis included in a system comprising a plurality of game apparatusescoupled together such that players of said plurality of game apparatusesmay all choose prizes from a prize database communicated to saidplurality of game apparatuses.
 72. A method as recited in claim 59wherein said game apparatus is a bar top game provided at a bar, tavern,or restaurant environment, an electromechanical game provided at anarcade environment, or a computer device provided at a home of a player.73. A game apparatus providing a prize redemption system, the gameapparatus comprising:a game processor for controlling a game on saidgame apparatus, said game providing a number of prize credits to aplayer in connection with said player playing said game, said gameprocessor also providing a prize selection menu, said prize selectionmenu presenting a plurality of prizes, each of said prizes having aprize credit cost which has been determined in accordance with a desiredpayout value of an operator of said game apparatus, wherein said playerselects one of said prizes using said input device, said selected prizehaving a prize credit cost less than or equal to said prize creditsawarded to said player; a monetary input device that receives monetaryinput from said player, said monetary input device being coupled to saidgame processor; an input device coupled to said game processor andproviding commands to said game from said player; an output displaydevice coupled to said game processor and displaying said prizeselection menu and providing visual feedback for said game; and a prizeoutput device coupled to said game processor that outputs an indicationof said selected prize to said player such that said player may use saidindication to redeem said selected prize.
 74. A game apparatus asrecited in claim 73 wherein said game is a game of skill.
 75. A gameapparatus as recited in claim 73 wherein said desired payout value ofsaid operator is a percentage of all monetary input received by saidgame apparatus that said operator desires to give back to said playersin terms of said prizes.
 76. A game apparatus as recited in claim 75wherein said prize output device is a dispenser capable of dispensing aspecific prize ticket portraying said prize selected by said player. 77.A game apparatus as recited in claim 73 wherein said game apparatus isincluded in a networked game system having a plurality of said gameapparatuses and a server, and wherein said game apparatuses and serverare linked using a local area network or a wide area network.